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RB Adventure Advanced
RB Adventure Advanced
READ THIS FIRST, IT COULD SAVE YOUR LIFE (Well some troops at least!)
This guide differs from my previous guides in that it uses more complex types of blocking. You will be using Advanced Block
combinations, including multi-waves and multi-targets, that will keep intercept camps busy while you take out the leader (camps/witch
towers). Placement of generals for blocking attacks was calculated for you to simply launch them sequentially against the desired targets
rather than having to use timing delays or counting. Some troop configurations and placements may be similar to other guides already
out there.
IMPORTANT! For blocking attacks, each block or attack MUST be made after the battle drums of the previous launch ends (roughly 4
seconds). Attacking the next target in a, "called for sequence", before the drums have stopped will probably cause that general to be
intercepted. ALSO - When you launch generals and hear the drums end, try to check that the gens emerge from garrisons then, if not
retreat all and refresh game and try again!
ALL BLOCKING GENERALS MUST BE NORMALS (TAVERN TYPE)!
General Requirements: 1 VET, and least 5 more Generals (4 MUST BE Normal Generals (or 3 minimum Normals and wait for recovery)
Cannon Reqmt - Avg Losses: 597R 119B
628
1
95
205
222
126
1
200
100
Recruits (R)
Militia (M)
Soldier (S)
Elite (E)
Calvary (C)
Bow (B)
Longbow (LB)
Crossbow (XB)
Cannon (K)
804
1
95
245
222
2
1
200
Recruits (R)
Militia (M)
Soldier (S)
Elite (E)
Calvary (C)
Bow (B)
Longbow (LB)
Crossbow (XB)
Important note: In order to achieve the low losses, there is one block on the middle tower that has a 2% chance of failing before the
tower falls, so you do run a slight risk of losing elites and calvary. Please make your own decision regarding this. Click Here to see the
relevant section for that and remember, if you decide not to do it, you will need to bring the extra troops specified on that slide and of
course accept the losses.
If your doing the Full XP version, attacking the sectors in the following order will avoid any placement issues from generals that might have
been wounded; Sector order 1,5,8,7,6,3,4. Also, skip down to the "Additional Experience" section for required troops there as well.
Take a look at the Quick Loadout's on the next page for the regular run!
Main View
1.
2.
3.
4.
Move Normal Gens B1, B2, B3 to Position 1 (as shown to right and on main map).
Pro Tip 1: General Blocking Tactics Used (skip to next page if not interested :)
This is just a brief summation and example of what to expect during the kinds of blocks used
in this guide. I'll be using the West Tower Attack as the example (see picture to right of this).
Taking down this tower involves three blocking normal generals. Please refer to the pictures
on the right for reference.
The tower is protected by the aggro zones of C27 and C28 and any general sent directly at the
tower would be intercepted. Ergo we introduce a couple of blocks on those camps. Most
people know the basics of blocking but this takes it one step further. B1 followed by B2 are
targeted on the tower because a direct target on C27 would cause the general to be
intercepted by other enemy camps on their travel path.
B1 and then B2 will be intercepted by C27, Due to our placement at launch time for all of our
generals, B3 (targeted at C28) will hit the edge of C27's aggro zone just after B1 begins it's
battle and will not be intercepted. B2 enters C27 to await it's turn at battle while B3
continues to C28. The plan is to have B3 enter the aggro zone of C28 before B1 finishes his
suicide as once B3 enters C28 area of influence he will not be intercepted by the finishing of
B1's battle (see aggro picture of C28).
Meanwhile your Veteran continues marching towards the targeted tower (C30) and should
not reach it until B2 has engaged C27 for his long block and B3 has engaged C28 for his long
block. Since both camps become engaged, their aggro zones should have no effect on your
Veteran and he can travel to and engage in battle with the tower.
B2 and B3 are considered to be advanced blocks and have been configured with troops to
make their battles last as long as possible and give time for your Veteran (configured
properly) to destroy the castle. After this is accomplished, your Veteran, B2 and B3 will return
to their garrisons. B2 and B3 will retain their original troops as if the battles never took place.
Pro Tip 2: Buildings have hit points just like troops do. The speed with which the health bar
of a building counts down after a successful battle is affected by the sum of the hit points of
each troop type used in the battle. In most cases, the speed at which the bar counts down is
not important but during the use of advanced blocks, it usually is. Check out the combat sim
at http://settlersonlinesimulator.com/dso_kampfsimulator/en/ in the Destruction Times
section after you sim a battle.
Pre-Launch Notes:
a) Remember that each successive launch should be made after the battle drums of the previous launch ends (do NOT rush it!).
5.
6.
7.
8.
9.
Note: If you are planning to do the addtional XP sectors, I recommend you do Sector 8 now before doing step 10-17 as the B1 general used for those steps
will be wounded and out of action afterwards.
10.
Move Vet, three Normal (B1,B2,B3) and two more generals (any type)
to Position 2 (as shown on left and on main map).
Pre-Launch Notes:
a) The use of the Xtra1 and Xtra2 Generals are a mechanism for avoiding lag issues and/or making the user count a certain number of seconds until
launching the Veteran. This usage is a solution to placement limitations for launch. Remember to RETREAT these two generals after you launch the Vet!
b) Remember that each successive launch should be made after the battle drums of the previous launch ends (do NOT rush it!).
c) Click here for a video http://www.youtube.com/watch?v=CYMWW_-QsaM
Note: The Block B2 has a .3% chance of not lasting long enough to kill the tower for Non_Cannon attack! If you do NOT want to risk it, do the following:
1) Load Vet with this combination (50 Recruit, 101 Bow, 99 Crossbow avg loss 50R 98B) and destroy C31 first.
2) Keep original placement of B1, B3 and Vet in picture.
3) Load B3, xtra1, xtra2 and Vet as specified below.
4) Skip launching B1 and B2 below (ie. start at step 14) and launch B3, xtra1, xtra2 and Vet as specified. Cannon version should have no problem.
11.
12.
Attack C31 (Block) B1 Normal General: 1 Recruit (1) (Max Loss: 1R)
13.
Attack C31 (Block) B2 Normal General: 99 Elite 93 Calvary 8 Crossbow (200) (See Note Above)
14.
Attack C34 (Block) B3 Normal General: 70 Elite 129 Calvary 1 Bow (200)
15.
Attack C31 (Timing Gen) Xtra1 Any Gen 1 Recruit (Max Loss: 0)
16.
Attack C31 (Timing Gen) Xtra2 Any Gen 1 Recruit (Max Loss: 0)
17.
18.
Check that the Veteran general is slightly ahead of the second wave general as shown yet closely grouped.
After launch, check the distance between the blocking general and the two waves is as shown below. The blocker should reach the
wall at the same time the Vet reaches the border. If they are closer together, the Vet and/or the wave 2 general may be intercepted
so retreat all three generals and adjust launches.
Remember that each successive launch should be made after the battle drums of the previous launch ends (do NOT rush it!).
c) Click here to watch the video (note video shows slightly different placement, use below image) youtube.com/watch?v=r0HaS3nwzRw.
20.
21.
22.
23.
Load up all below generals and launch them sequentially. (Recommend you practice this with retreats a couple of times until familiar)
Attack C38: 80 Cultist, 50 Shadow, 70 Firedancer, 1 Dark High Priest
Veteran: 227 Recruit (227) (Max Loss: 227R)
Attack C38: 80 Cultist, 50 Shadow, 70 Firedancer, 1 Dark High Priest
Any Gen: 200 Crossbow (200) (Max Loss: 0)
Note: If you're tired of waiting for the destruction bar and want to destroy the tower quicker use:
Non-Cannon -> 193 Crossbow, 1 Recruit, 1 Mil, 1 Sold, 1 Elite, 1 Calv, 1 Bow, 1 LBow
Cannon -> 192 Crossbow, 1 Recruit, 1 Mil, 1 Sold, 1 Elite, 1 Calv, 1 Bow, 1 LBow, 1 Cannon
Attack C37 (Block)
B1 Normal General: 1 Recruit (1) (Loss: 1R)
Please see the next page, if you wish to gain additional XP from this adventure
The below instructions will allow you to clear sections 1, 7, 6 and 8 at the cost of approximately 324R 86M 39S 2B 2Lb. Sector 2 is not included as I do not
believe it's worth it. It's you're call as to whether these losses are worth your effort!
Cannon Reqmt - Avg Losses: 324R 86M 39S 1LB Max Losses: 339R 100M 41S 1LB
341 Recruits (R)
102 Militia (M)
219 Soldier (S)
189 Elite (E)
174 Calvary (C)
145 Cannon (K)
No Cannon Reqmt - Avg Losses: 322R 86M 39S 2B 2LB Max Losses: 339R 100M 41S 2B 3LB
341 Recruits (R)
102 Militia (M)
219 Soldier (S)
269 Elite (E)
174 Calvary (C)
2 Bow (B)
3 Longbow (LB)
Sector 1
1.
Pre-Launch Notes:
a) Remember that each successive launch should be made after the
battle drums of the previous launch ends (do NOT rush it!).
2.
3.
4.
Sector 8
5.
6.
Pre-Launch Notes:
a) Remember that each successive launch should be made after the
battle drums of the previous launch ends (do NOT rush it!).
b) Cllick here for the video youtube.com/watch?v=zVLkSEHiOk0
7.
8.
9.
Sector 7
1.
2.
Pre-Launch Notes:
a) Remember that each successive launch should be made after the battle
drums of the previous launch ends (do NOT rush it!).
b) Click here for the video http://www.youtube.com/watch?v=gEJ0qfs8wbU.
3.
4.
5.
6.
7.
Sector 6
1.
Reference overview map and move Veteran and two Normal Gens to
Position 4 as shown.
Pre-Launch Notes:
a) Remember that each successive launch should be made after the battle drums of the previous launch ends (do NOT rush it!).
b) Click here to watch video http://www.youtube.com/watch?v=6qw12LkVBLg.
2.
3.
4.
5.