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Showing posts with label the settlers online adventure. Show all posts
Showing posts with label the settlers online adventure. Show all posts

Tuesday, 1 January 2013

Island of the Pirates Veteran and Martial arts only

Island of the Pirates Veteran and maximum number of round blocks
Average Losses (Veteran + Cannons): 217R
Average Losses (MoMA + Cannons): 152R
Adventure Info:
Player Level: 26+
Difficulty: 3/10
Number of Players: 1
Duration: 3 days
Where to get?: Adventure seek with Explorer or Trader (Shop) for 150 map fragments








QUICK LINKS: ... LANDING ZONE ... G1 ... G2 ... G3 ... G4

This guide uses the maximum number of blocks and requires that you do have a veteran general and elite soldiers.
I wouldn't recommend this, unless you're completely content with how the blocks work,
or if you don't want to risk losing any valuable troops.

If you want to play it safer, use my original guide to Island of the Pirates instead.

You need to send troops 4 (or 5) times. In all cases, the needed generals can carry all needed troops.


Five versions are presented below, with the following minimum number of generals:
One VETERAN general
Three NORMAL generals, using three round blocks
  • Units needed, average: 315R 162S 101E 249C (827 units)
  • Units needed, maximum: 335R 163S 101E 249C (848 units)
  • Units lost, minimum: 278R
  • Units lost, average: 310R
  • Units lost, maximum: 335R 2S

One VETERAN general with Crossbows
One BATTLE HARDENED general
Three NORMAL generals, using three round blocks
  • Units needed, average: 232R 162S 101E 249C 67B 68XB (879 units)
  • Units needed, maximum: 251R 163S 101E 249C 67B 68XB (899 units)
  • Units lost, minimum: 206R 67B
  • Units lost, average: 231R 67B
  • Units lost, maximum: 251R 2S 67B
One MASTER of Martial Arts with Crossbows
One VETERAN general
One BATTLE HARDENED general
Three NORMAL generals, using three round blocks
  • Units needed, average: 232R 162S 101E 249C 67B 68XB (879 units)
  • Units needed, maximum: 251R 163S 101E 249C 67B 68XB (899 units)
  • Units lost, minimum: 206R 67B
  • Units lost, average: 231R 67B
  • Units lost, maximum: 251R 2S 67B

    One VETERAN general (risky one)
    Three NORMAL generals, using three round blocks
    • Units needed, average: 277R 162S 101E 1B 249C (790 units)
    • Units needed, maximum: 297R 163S 101E 1B 249C (811 units)
    • Units lost, minimum: 240R
    • Units lost, average: 272R
    • Units lost, maximum: 297R 2S

    One VETERAN general with Cannoneers
    Three NORMAL generals, using three round blocks
    • Units needed, average: 225R 3M 30S 154E 249C 1B 149K (810 units)
    • Units needed, maximum: 245R 3M 32S 154E 249C 1B 149K (832 units)
    • Units lost, minimum: 186R
    • Units lost, average: 217R
    • Units lost, maximum: 245R 3M 2S

    One MAJOR general with Cannoneers
    Three NORMAL generals, using three round blocks
    • Units needed, average: 221R 30S 154E 249C 1B 165K (819 units)
    • Units needed, maximum: 241R 32S 154E 249C 1B 165K (841 units)
    • Units lost, minimum: 186R
    • Units lost, average: 217R
    • Units lost, maximum: 241R 2S

    One MASTER of Martial Arts with Cannoneers
    Three NORMAL generals, using three round blocks
    • Units needed, average: 157R 30S 171E 199C 1B 120K (678 units)
    • Units needed, maximum: 179R 31S 171E 199C 1B 120K (701 units)
    • Units lost, minimum: 122R
    • Units lost, average: 152R
    • Units lost, maximum: 179R 1S

    This guide includes three round blocks of method 2.




    Game flow, garrison settings and losses (minimum - average - maximum):




    Landing Zone (Camp 1)
    Back to Map

    Before sending any generals to the adventure, make sure your veteran general has the troops needed to kill camp 1.
    To get your generals to arrive properly and not having to move your generals around too much, send your veteran first.
    After your veteran, send all your normal generals (you need at least three of them).
    Finally, wait a couple of minutes, and send your battle hardened general (if you opt for that version needing it).

    When you've sent your generals, go to the island and wait for them to arrive.
    Your veteran will arrive first. As soon as he's arrived, move him from position X to garrision position B:




    As soon as you have your veteran in place, attack camp 1:

    From B to Camp 1) 100 Deckscrubbers, 50 Gunmen
    VETERAN general: [1S 249C (0 - 0 - 1S)]
    VETERAN general: [1E 249C (-)]
    MASTER of Martial Arts: [1S 199C (-)]





    Garrison Position G1 (Camps 2-3, BLOCK)


    After your veteran, your next three generals to arrive will occupy positions X, Y and Z.
    Any general arriving after these four will be unloaded and made available to be placed later.

    If you did send a battle hardened general, he will arrive before any normal generals and occupy position X.
    Positions Y and Z should be taken by normal generals. Position Y is the same as garrison position A:






    Send both generals right after each other:



    From A to Camp 2) 50 Caltrops, 100 Deckscrubbers
    BLOCKING NORMAL general: [54S (-)] {140-220 seconds of fighting}
    BLOCKING NORMAL general: [47E (-)] {140-260 seconds of fighting}
    BLOCKING NORMAL general: [1S 46E (-)] {160-260 seconds of fighting}



    From B to Camp 3) 50 Caltrops, 100 Saberrattlers, 50 Gunmen
    VETERAN general: [74R 168S (60R - 68R - 74R 1S)] {30 seconds of fighting}
    VETERAN general: [74R 113S 55E (60R - 68R - 74R 1S)] {30 seconds of fighting}
    VETERAN general: [74R 1S 1E 145K (60R - 68R - 74R 1S)] {20 seconds of fighting}
    MASTER of Martial Arts: [50R 95S (35R - 42R - 50R)] {20 seconds of fighting}
    MASTER of Martial Arts: [49R 90E (35R - 42R - 49R)] {20 seconds of fighting}




    Garrison Position G2 (Camps 4-6, BLOCK)


    Move two of your normal generals to garrison position G2.
    Your veteran will already be correctly placed.

    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: MASTER of Martial Arts or VETERAN general


    Send all three generals right after each other:



    From A to Camp 4) 60 Caltrops, 60 Deckscrubbers, 60 Knife Throwers
    BLOCKING NORMAL general: [11S 50E (-)] {160-240 seconds of fighting, 0.2% chance of 140 seconds}
    BLOCKING NORMAL general: [6S 54E (-)] {160-260 seconds of fighting, 0.1% chance of 140 seconds}



    From B to Camp 5) 40 Caltrops, 40 Saberrattlers, 40 Gunmen
    BLOCKING NORMAL general: [56S (-)] {120-160 seconds of fighting}
    BLOCKING NORMAL general: [48E (-)] {120-200 seconds of fighting}
    BLOCKING NORMAL general: [1S 47E (-)] {120-200 seconds of fighting}



    From C to Camp 6) 80 Caltrops, 80 Saberrattlers, 2 Petty Officers
    VETERAN general: [50R 155S (36R - 43R - 50R 1S)] {30 seconds of fighting}
    VETERAN general: [50R 1S 1E 135K (36R - 43R - 50R 1S)] {20 seconds of fighting}
    MASTER of Martial Arts: [50R 75S (33R - 41R - 50R)] {20 seconds of fighting}
    MASTER of Martial Arts: [49R 70E (33R - 41R - 49R)] {20 seconds of fighting}



    If sent right after each other, the remaining marching time for the veteran, from the moment when general A starts his fight, till he reaches camp 6 is about 110-115 seconds. Thus, 130-145 seconds would be needed, and normally the block on camp 4 does last at least 160 seconds. However, there is a small chance of this block lasting only 140 seconds. Thus, I cannot guarantee that you will never lose any valuable troops on this block.






    Garrison Position G3 (Trap and Camp 8)


    Move one normal general to garrison position G3.
    If you still have a normal general that isn't placed on the island, use him now for faster placement.






    Attack the trap from this position:



    From G3 to Trap T1) 100 Caltrops
    ANY general: [23R 100S (7R - 16R - 23R 1S)]
    ANY general: [23R 1S 99E (7R - 16R - 23R 1S)]
    MASTER of Martial Arts: [23R 3S (7R - 16R - 23R 1S)]



    If you do not have cannoneers, or want to reduce the risk on the last block a little, kill camp 8 now, in two waves.
    If you want to try the risky triple block without cannoneers, leave camp 8 now and move to "G4 with Cannoneers" below.

    Send the suicide from garrison position G3 first:



    From G3 to Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
    ANY general: [38R (38R)]


    After this, send your veteran general, from wherever he currently is:

    From G1 to Camp 8) 92-100 Deckscrubbers, 40 Gunmen
    VETERAN general: [1R 249C (-)]



    If you're prepared to lose some cavalry, camp 8 can also be killed in one wave:

    Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
    VETERAN general: [4R 1S 245C (3R 1C - 4R 10C - 4R 19C)]
    VETERAN general: [3R 1E 246C (3R 1C - 3R 10C - 3R 19C)]




    Also, if you've got a Master of Martial Arts, but don't want to include camp 8 in the block below, kill camp 8 in one wave first:

    Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
    MASTER of Material Arts: [35R 35S (25R - 30R - 35R)]
    MASTER of Material Arts: [34R 34E (25R - 30R - 34R)]




    Garrison Position G4 with Cannoneers or MoMA (Camps 7-10, BLOCK)


    If you do not have cannoneers, or do not have a battle hardened general, there is a somewhat risky version included here too.
    If you don't like risks, maybe you shouldn't be here in the first place. If you have already killed camp 8, skip this part anyway.

    Move your normal generals to garrison position G4.
    Your veteran should still be correctly positioned.

    • Position A: NORMAL general
    • Position B: NORMAL general
    • Position C: NORMAL general
    • Position D: VETERAN general or MASTER of Martial Arts or VETERAN general (risky one)


    Send all four generals right after each other:



    From A to Camp 7) 90 Caltrops, 90 Saberrattlers
    BLOCKING NORMAL general: [16S 47E (-)] {140-260 seconds of fighting}



    From B to Camp 8) 30 Caltrops, 100 Deckscrubbers, 40 Gunmen
    BLOCKING NORMAL general: [62E 1B (-)] {140-200 seconds of fighting}



    From C to Camp 9) 100 Caltrops, 70 Saberrattlers
    BLOCKING NORMAL general: [56E (-)] {140-260 seconds of fighting}
    BLOCKING NORMAL general: [14S 44E (-)] {140-260 seconds of fighting}



    From D to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    VETERAN general: [150R 100S (137R - 145R - 150R)] {40 seconds of fighting}
    VETERAN general: [98R 3M 149K (83R - 90R - 98R 3M)] {20-30 seconds of fighting}
    VETERAN general: [67M 1E 182K (57M - 62M - 67M)] {20 seconds of fighting}
    MAJOR general: [94R 1E 165K (83R - 90R - 94R)] {20 seconds of fighting}
    MASTER of Martial Arts: [69R 151S (55R - 63R - 69R)] {30 seconds of fighting}
    MASTER of Martial Arts: [68R 152E (55R - 63R - 68R)] {30 seconds of fighting}
    MASTER of Martial Arts: [58R 1E 120K (47R - 53R - 58R)] {20 seconds of fighting}



    Camp 8 will be attacked first, just before camp 7 is attacked. If sent right after each other, the remaining marching time for the veteran, from the moment when general B starts his fight on camp 8, till he reaches camp 10 is about 100-105 seconds. Thus, 120-135 seconds would normally be needed. The block on camp 8 lasts at least 140 seconds and the block on camp 7 normally lasts at least 160 seconds. However, since the attack on camp 10 may last 2 rounds (30 seconds with cannoneers), and since the timing is tight, I cannot guarantee that you will never lose any valuable troops on these blocks. The version with no cannoneers is always going to be quite risky, and I hope you are aware of this!






    Garrison Position G4 without Cannoneers (Camps 7, 9 and 10, BLOCK)

    Move your veteran general from position D to position E, and your battle hardened general to position D:
    • Position A: NORMAL general
    • Position C: NORMAL general
    • Position D: BATTLE HARDENED general or VETERAN general
    • Position E: VETERAN general




    Send generals A, C and D right after each other:



    From A to Camp 7) 90 Caltrops, 90 Saberrattlers
    BLOCKING NORMAL general: [16S 47E (-)] {140-260 seconds of fighting}





    From C to Camp 9) 100 Caltrops, 70 Saberrattlers
    BLOCKING NORMAL general: [56E (-)] {140-260 seconds of fighting}
    BLOCKING NORMAL general: [14S 44E (-)] {140-260 seconds of fighting}






    The easiest way is to kill camp 10 in one wave, especially if you have a VETERAN general without Crossbows.
    If you have VETERAN general with Crossbows, killing camp 10 in two waves would save you some units (see below).
    Also, if you have a VETERAN general with Cannoneers, and have already killed camp 8, follow this:





    From D to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    VETERAN general: [150R 100S (137R - 145R - 150R)] {40 seconds of fighting}
    VETERAN general: [98R 3M 149K (83R - 90R - 98R 3M)] {20-30 seconds of fighting}
    MAJOR general: [94R 1E 165K (83R - 90R - 94R)] {20 seconds of fighting}
    MASTER of Martial Arts: [69R 151S (55R - 63R - 69R)] {30 seconds of fighting}
    MASTER of Martial Arts: [68R 152E (55R - 63R - 68R)] {30 seconds of fighting}
    MASTER of Martial Arts: [58R 1E 120K (47R - 53R - 58R)] {20 seconds of fighting}




    Camp 10 can also be killed in two waves.


    If you have a VETERAN general with Longbows, you may follow this:

    From D to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    BATTLE HARDENED general: [47R 93B (47R 93B)] {10 seconds of fighting}



    Now wait till general D has reached the side of garrison E, and disappears behind the spruce tree seen in the inset.



    From E to Camp 10) 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    VETERAN general: [6R 1E 143C 100LB (5R - 6R - 6R 12C)] {30 seconds of fighting}




    If you have a VETERAN general with Crossbows, follow this:

    From D to Camp 10) 100 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    BATTLE HARDENED general: [60R 67B (60R 67B)] {10 seconds of fighting}



    Now wait till general D has reached the side of garrison E, and disappears behind the spruce tree seen in the inset.

    From E to Camp 10) 0-7 Saberrattlers, 70 Gunmen, 10 Petty Officers, 1 Crazy Cook
    VETERAN general: [6R 1E 175C 68XB (5R - 6R - 6R)] {30 seconds of fighting}

    Heroic Little Tailor

    Heroic Little Tailor



    3 Player/12 Days/91090XP
    Double veteran setups, round blocks, cannons


     Troops needed: 1687R, 2608B, 177LB, 230M, 480C, 262XB, 208S, 354ES, 151K
    Maximum loss: 1686R, 2608B, 177LB, 230M, 231C, 208S





     Minimum 2 veterans, preferably 3.

    Keep in mind this: between recruits and bowmen I`d personally rather lose recruits (my economy is built that way I can replace recruits easy), so during this adventure I use recruits whenever I can and save up on bowmen if losses difference isn`t too big.

    Please place the suicidal wave 1 generals BEHIND the positions I recommend (so they don`t get in the way of the blocking generals).

    Legend:
    block
    REGULAR general
    VETERAN general
    MAJOR general

    Sector 1:



    Positions:
    1, 2, 1bis = regular generals
    3, 3bis = veteran generals

    First of all kill c0 (use general 3 or 3bis ofc)
    c0: 100 boar, 50 wolf
    VETERAN general 95R, 90B, 65K (95R, 90B)
    MAJOR general 90R, 58B, 122K (90R, 58B)

    Block section starts here : block c1 with 1R, block c2, block c1 (again) and hit with 2 waves on c3. Keep the following order and general position from the positioning picture. The 1R fight may end too soon so keep alert and retreat all generals if that happens.

    c1: 40 boar, 100 fox
    REGULAR general block: 1R (1R)

    c2: 50 boar, 50 wolf, 50 fox
    REGULAR general block: 1R, 137ES, 20C {5-9 rounds}

    c 1bis: 40 boar, 100 fox
    REGULAR general block: 104ES, 94B {4-10 rounds, most victory in 5 or 6}

    c3: 120 bear, 50 fox
    VETERAN general w1: 250B (250B) {2 rounds}

    VETERAN general w2: 117R, 20M, 113K (117R, 20M) {2 rounds} or
    MAJOR general w2: 117R, 6M, 147K (117R, 6M) or
    MAJOR general w2: 121B, 149K (121B)


    Sector 2:




    Positions:
    1, 2 = regular generals
    3 = fast general mandatory
    3bis = veteran

    c1: 100 boar, 30 bear
    REGULAR general block 1M, 129ES, 67C {8-14 rounds}

    c2: 75 wolf, 75 wolfpack leaders
    REGULAR general block 1M, 111ES, 85C, 1K

    c3: 50 boar, 100 wolfpack leaders, 1 black bull
    FAST general w1: 200B (200B)
    VETERAN general w2: 100R, 150K (100R)

    VETERAN general w1: 250B (250B)
    MAJOR general w2: 37R, 1ES, 56C, 176K (37R)

    Sector 3:




    Positions:
    1, 2, 1bis = regular generals
    3, 3bis = veteran generals

    c0: 100 bear, 50 wolf, 30 fox
    VETERAN general w1:250B (250B)
    VETERAN general w2: 119R, 1ES, 130K (119R)

    c00: 200 boar
    ANY general w1: 200B (200B) --- can be [40R, 160B (40R, 160B)]
    VETERAN general w2: 128R, 1ES, 121K (128R)

    ANY generalw1: 161B (161B)
    MAJOR general w2: 133R, 5S, 1ES, 131K (133R, 5S)

    c000 100 bear, 80 wolf
    ANY generalw1: 200B (200B)
    VETERAN general w2: 129B, 121K (129B)


    ANY general w1:200B (200B)
    MAJOR general w2: 128R, 1ES, 141K


    Block section starts here. After sending first hit (on c2) all hits are sent on the leader. All 5 hits one after the other, this is a single continuous attack, don`t stop waiting for results at a 'first block'. Watch the generals closely, at one point mid distance, the c3bis general should follow very closely the c3 one, under a flag distance between them, practically stepping on eachothers foot, but first c3 then c3bis. If the order is mixed up or there is a bigger distance between them, retreat all generals and repeat.
    Position for general 3 should be one flag more in front (closer to the general 2 position), or you can switch generals 3 and 3bis troops to make them line up in proper order.

    Veteran setup:
    c2: 80 bear, 80 giant
    REGULAR general block: 160 ES, 37XB

    c1: 70 bear, 80 wolfpack leaders, 40 fox
    REGULAR general block 1: 1R (1R) --- send attack to leader camp, let it be intercepted

    c3: 40 boar, 60 fox, 80 giant
    VETERAN general w1: 250R (250R)

    c 1bis: 70 bear, 80 wolfpack leaders, 40 fox
    REGULAR general block 1bis: 1R (1R) send attack to leader camp, let it be intercepted (only purpose of this 2nd hit on c1 is to allow enough retreat time in case something goes wrong)

    Wait for c 1bis general to exit his garrison, then send next hit
    c3bis: 40 boar, 60 fox, 80 giant
    VETERAN general w2: 25B, 225XB (25B)

    The second 1R block is more a safety block than a needed one, it can be skipped entirely.



    Major setup:

    c2: 80 bear, 80 giant
    REGULAR general block: 160 ES, 37XB

    c1: 70 bear, 80 wolfpack leaders, 40 fox
    REGULAR general block 1: 1R (1R) --- send attack to leader camp, let it be intercepted

    c3: 40 boar, 60 fox, 80 giant
    MAJOR general 20S, 132B, 18LB, 99XB, 1k

    Sector 4:


    Positions:
    1, 2 = regular generals
    3, 3bis = veteran generals

    c0: 100 bear, 90 fox
    VETERAN general w1: 250B (250B)
    VETERAN general w2: 140M, 110K (140M)
    MAJOR general w2: 128M, 142K (128M)

    c00: 50 boar, 70 wolf
    VETERAN general 103R, 1ES, 74C, 72K (103R)
    MAJOR general 93R, 1ES, 127C, 49K (93R)

    c2 60 boar, 140 wolf packleader
    ANY general w1: 195B, 5LB (195B, 5LB)


    Block section starts here

    c1: 70 bear, 100 fox
    REGULAR general block: 197ES {5-11 rounds, mostly 6}

    c2: 123-133 wolf packleaders
    Depending on what is left in camp c2 , pick the corresponding block formation from the following options:
    REGULAR general block:
    133 wolf packleaders: 166ES, 34C {4-8 rounds, avg 5.75}
    132 wolf packleaders: 163ES, 37C
    131 wolf packleaders: 160ES, 39C
    130 wolf packleaders: 157ES, 43C
    129 wolf packleaders: 153ES, 47C
    128 wolf packleaders: 150ES, 50C
    127 wolf packleaders: 148ES, 52C
    126 wolf packleaders: 145ES, 55C
    125 wolf packleaders: 142ES, 58C
    124 wolf packleaders: 139ES, 61C
    123 wolf packleaders: 134ES, 65C

    c3: 100 bear, 50 fox, 50 giant
    VETERAN general w1: 78B, 172LB (78B, 172LB)
    VETERAN general w2: 135B, 114XB, 1K (135B)

    VETERAN general w1: 195B, 55LB (195B, 55LB)
    MAJOR general w2: 148B, 121XB, 1K (148B)

    Sector 5:


    Positions:
    1 = regular generals
    2, 2bis = veteran generals
    For suicidal waves on c00 and c000 use regular or fast generals placed behind the positions for generals 1, 2 and 2bis.

    c0: 60 cultist, 50 shadowsneaker, 80 fanatic
    VETERAN general 112R, 1ES, 137K (112R)

    c00: 120 bear, 50 wolf
    ANY general w1: 200B (200B)
    VETERAN general w2: 20R, 98B, 132K (20R, 98B)

    MAJOR generalw2: 116R, 1ES, 153K (116R)[/COLOR][/B]

    c000: 40 cultist, 160 dancing dervish
    REGULAR general w1: 46B (46B)
    VETERAN general w2: 40C, 210XB (no loss)

    MAJOR general single wave: 18R, 1ES, 10C, 241XB (18R)


    Block section starts here.

    c1: 60 cultist, 90 shadowsneaker, 1 Witch
    REGULAR general block 85ES, 32C

    c2: 1 Spawn of Hell, 70 cultist, 80 firedancer
    VETERAN general w1: 19S, 231C (19S, 231C)
    VETERAN general w2: 70M, 42S, 1ES, 137K (70M, 42S)

    MAJOR general w2: 55R, 18M, 40S, 1ES, 156K (60R, 13M, 38S)

    Sector 6:


    Positions:
    1 = veteran general

    c0: 100 shadowsneaker, 70 firedancer
    VETERAN general 80R, 150ES/K (80R)

    c00: 100 cultist, 100 dancing dervish
    MAJOR general 28R, 13S, 1ES, 208XB (28R, 13S)
    MAJOR general 49R, 1ES, 220XB (49R)

    c000: 40 shadowsneaker, 80 fanatic, 80 firedancer
    VETERAN general 161R, 89ES/K (161R)

    c1: 80 cultist, 80 firedancer, 1 Dark High Priest
    VETERAN general 152R, 7S, 1ES, 90XB (152R, 7S)
    MAJOR general 164R, 1ES, 18C, 87XB (164R)

    Sector 7:


    Positions:
    1 = veteran general
    Behind him place 2 regulars or fast generals for first waves on c3 and c5.

    c1: 80 cultist, 40 shadowsneaker, 80 dark priest
    VETERAN general 153R, 1ES, 96K (153R)
    MAJOR general 123R, 1ES, 146K (123R

    c2: 100 cultist, 100 firedancer
    VETERAN general 50R, 100B, 100K (50R, 100B)
    MAJOR general 110R, 40B, 120K (110R, 40B)

    c3: 150 dark priest
    ANY general w1: 49B (49B)
    VETERAN general w2: 1ES, 249C (no loss)

    REGULAR general w1: 44B (44B)
    MAJOR general w2: 1ES, 269C (no loss)

    c4: 90 shadowsneaker, 80 dancing dervish
    send attack to c5 (leader), let c4 intercept and retreat after victory
    VETERAN general 33B, 200XB (33B)

    Time to call in lootspotters. Have them hit with 1R on camp c0.

    c5: 60 cultist, 60 fanatic, 1 Witch, 1 Dark Magician
    ANY general w1: 15R, 80B (15R, 80B)
    VETERAN general w2: 127S, 1ES, 122K (127S, 1ES)

    MAJOR general w2: 113S, 1ES, 36C, 120K (113S)

    The Clever Little Tailor

    The Clever Little Tailor







    Sons of the Little Tailor

    Sons of the Little Tailor




    required: 1925R, 1053B, 71LB, 175M, 306C, 60XB , 154S, 326ES, 216K
    max losses: 1874R, 1052B, 71LB, 133M, 27S





    Legend:
    block
    REGULAR general
    VETERAN general
    MAJOR general

    Sector 1:



    c1: 180 rough, 20 ranger
    REGULAR general block: 39M, 120ES, 40C {7-15 rounds}

    when general 1 attacking c1 reached the black spot marked on the map, send the rest of the generals in order to corresponding camps:

    c2: 130 rough, 70 ranger
    REGULAR general block: 96S, 98C {7-12 rounds}

    c3: 90 rough, 110 ranger
    REGULAR general block: 1M, 34ES, 165C {7-11 rounds}

    c4: 120 dogs, 80 roughneck
    REGULAR general block: 103ES, 3C {8-13 rounds}

    c5 leader: 80 dogs, 119 rough, 1 OneEyed Bert
    VETERAN general 140R, 1ES, 109K (140R) 2 rounds
    or
    VETERAN general 84M, 1ES, 165K (84M) 2 rounds

    Sector 2:



    hits in order to corresponding camps

    c1: 50 bear, 40 wolfpack leaders
    REGULAR general block: 96S, 98C

    c2: 110 bear
    REGULAR general block: 132ES, 68C

    c3 leader: 60 bear, 40 fox, 30 giant
    VETERAN general 190B, 60XB (190B)

    Sector 3:


    c1: 20 boar, 80 bear
    REGULAR general block via attacking c2: 98ES, 98C

    c2 leader: 70 bear, 40 fox, 20 giant
    VETERAN general 175B, 30LB, 45XB (175B, 30LB)

    Sector 4:



    c0: 40 bear, 70 wolfpack leaders
    VETERAN general 106R, 33C, 111K (106R)

    c1: 90 wolf, 60 wolfpack leaders
    REGULAR general block: 98ES, 102C

    c2 leader: 90 fox, 20 giant, 1 giant bear
    VETERAN general 114M, 1ES, 135K (114M)

    Sector 5:



    c0: 110 boar, 40 wolf
    VETERAN general 115R, 75B, 60K (115R, 75B)

    c1 = trap : 90 bear, 60 fox, 1 lying goat
    REGULAR general block: 198ES

    c2: 70 bear, 40 fox
    REGULAR general block: 1M, 79ES, 120C

    REGULAR general Block camp 3 indirectly by attacking c4 and getting intercepted:
    c3: 140 boar
    REGULAR general block via c4: 1R, 154S, 45C

    c4: 70 bear, 50 fox, 20 giant
    FAST general w1: 158B (158B)--- use fast gen
    VETERAN general w2: 129R, 1ES, 120K (129R)

    Sector 6:



    c0: 120 boar, 70 wolf
    REGULAR general w1: 160B (160B)
    VETERAN general w2: 142R, 1ES, 107K (142R)

    c00: 90 boar, 40 bear
    VETERAN general 146R, 1ES, 103K (146R)

    c1: 90 bear, 50 wolf
    REGULAR general block: 146ES, 54C {8-14 rounds, most~9}

    c2: 190 boar
    REGULAR general block: 4S, 179ES, 17K {4-7 rounds, most~5}
    or
    REGULAR general block: 16S, 164ES, 18K {5-7 rounds}

    c3 leader: 70 bear, 90 wolfpack leaders, 1 Giant Gogor (Giant Leader II)
    VETERAN general w1: 209B, 41LB (209B, 41LB) --- 2 rounds, veteran rests
    VETERAN general w2: 85R, 1S, 1ES, 163K (85R) --- 4 rounds

    Sector 7:



    Block can be extremely tight on camp 1, it started countdown before veteran entering leader, but he managed to finish just 1 line ahead, so take your heart pill before doing it I do it cause I like risking.

    ALL c1-c5 hits leave one after the other. During this set of hits camp c3 will go down (intended). This is done so that c4 has a clear path to his target without being intercepted by camp 3. See below.


    c1: 80 bear, 50 wolf
    REGULAR general block: 1R, 114ES, 85C (if ls killed 1 bear use: 1R, 113ES, 84C)

    c2: 70 wolfpack, 30 fox
    REGULAR general block: 20ES, 180C

    c3: 110 boar, 40 wolfpack
    VETERAN general 100R, 85B, 65K (100R, 85B)

    c4: 40 boar, 60 fox, 50 giant
    REGULAR general block: 120S, 57ES

    c5 leader: 100 dogs, 100 roughneck
    VETERAN general 98R, 1ES, 151K (98R)

     Sector 7

    It is mentioned that the block is very thight and I have never tried but i leave here a possible setup the responsibles for the guide want to put into it. This is part os Corona88 guide and i think its easier that the actual one, same losses basically. I use the guide you have posted but in this part I use this one cause theres no tight block.



    G1 and G2 normal general, G3 veteran

    G3 to camp 1: 50 wolf 80 bear
    185B 65K (185B)

    block, send all generals right after each other:
    G1 to camp 2: 70 wolf packleader 30 fox
    7S 22ES 164C

    G2 to camp 4: will be intercepted by camp 3 (60 fox 40 boar 50 giant)
    60S 80ES 30C 20K

    G3 to camp 4 leader: (100 guard dog 100 roughneck)
    100R 1ES 139K (100R)

    max loses in sector: 100R 185B

    Sector 8:



    c0: 150 roughneck, 50 ranger
    VETERAN general 155R, 10S, 35C, 50K (155R)

    c00: 20 dog, 180 roughneck
    VETERAN general 152R, 17S, 1ES, 80K (152R)

    c1: 70 dogs, 130 roughneck
    REGULAR general block: 1R, 107ES, 85C {8-14 rounds, most~9)

    c2: 80 dogs, 120 roughneck
    REGULAR general block: 1M, 98ES, 95C {7-13 rounds, most~9}

    c3 leader: 30 dogs, 180 roughneck, 40 ranger
    FAST general w1: 200R (200R) -- use fast gen, 2 rounds
    VETERAN general w2: 107R, 1ES, 48C, 94K (107R) --- 2 rounds

    Sector 9:



    Invite lootspotters to send 1C to this camp:

    c0: 120 dogs, 80 ranger
    VETERAN general 250R (89R) --- use minimum 90R and rest of 160 can be M, S, ES or K in any combo you like (in case you`re short on R)

    Time to wrap it up:
    c1: 120 roughneck, 80 ranger
    REGULAR general block: 68ES, 132C

    c2: 200 roughneck
    REGULAR general block: 2M, 160ES, 35C

    c3 leader: 80 dogs, 119 roughneck, 1 Cudgel Claus (Thug Leader)
    VETERAN general 110R, 19M, 1ES, 120K (110R)