things handy to know:
(??r,??r,??r ) means minmal losses, average losses, maximal losses
{ } means important messages or enemy losses minimal losses , maximal losses
camp 1, 2 and 3 are for all 3 players the same and can follow the same steps and are no big deal.
camp 4 5 6 7 8 9 are for all players available but not need to be done by all 3 players and comes with a tricky part.
units needed to open the gate:
any general with crossbows:
206r 48s 175c 19xb
max losses 206r
veteran general:
163r 110s 234c
max losses 163r
Martial arts:
133r 113s/115e 210c {105r 144s/144e 210c if doing double mma general attack on camp 3}
max losses 133r 1s/131r 0e {105r 1s/104r 0e if doing double mma on camp 3}
units needed if doing everything{this concludes a block so far unconfirmed but only me}:
any general with crossbows:
605r 155s 175c 65xb
max losses: 605r 2s
veteran general with crossbows no round blocks:
482r 208s 234c 53xb
max losses: 482r 1s
veteran general with crossbows and
any general doing 1 round block:
440r 208s 234c 53xb
max losses: 440r 1s
note that you need more recruits for the martial than the veteran this is because im using 100r at the camps of 4 5 and 6
tough they're not all required i just calculated the amount of troops needed max
Martial arts:
677r 120s 210c 96xb
max losses: 343r 1s
Martial arts with crossbows and
any general doing 1 round block:
577r 120s 210c 96xb
max losses: 296r 1s
camp 1 100 sabrerattler 80 gunman
any general:
30r 1s 150c 19xb (24r,27r,30r)
veteran general:
22r 1s 226c (17r,20r,22r)
21r 2e 227c (17r,19r,21r)
Martial arts:
17r 3s 200c (14r,16r,17r 0,04% chance of 17r 1s loss)
18r 1e 201c (14r 16r 18r)
camp 2 100 deckscrubber 20 sabrerattler 80 gunmen
any general:
24r 1s 175c (19r,22r,24r)
veteran general:
15r 1s 234c (12r,14r,15r)
14r 1e 235c (11r,13r,14r)
Martial arts:
9r 1s 210c (6r,7r,9r)
8r 1e 211c (5r,7r,8r)
camp 3 40 cannoneers 120 dekscrubber 40 petty officer second class
any general:
152r 48s (138r,145r,152r)
veteran general:
140r 110s (107r,118r,126r)
123r 1s 126e (105r,117r,123r) {possible chance of losing 1 soldier unknown percentage lower than 0,01%}
Martial arts:
107r 113s (87r,96r,107r)
105r 115e (87r,96r,105r)
also you can sacrifice your Martial arts here with 1r this requires atleast a veteran and martial arts or 2 martial arts.
kamp 3 40 connoneers 120 deckscrubbers 40 petty officers second class
Martial arts:
1r (1r martial arts general) {30,32,33 deckscrubbers}
40 cannoneers 90~87 deckscrubbers 40 petty officers second class
veteran general:
93r 157s (78r,88r,93r; 0s,0,01s,2s)
94r 156e (80r,88r,94r)
Martial arts:
78r 142s (65r,70,78r)
76r 144e (62r,70r,76r)
After camp 3 has been destroyed the fence next to gate goes down the closest to camp 3.
After all 3 fences haven been destroyed the path to the other camps are now open for everyone.
additional way of killing these camps involve of offering a martial arts
martial arts 1r way:
for each camp 4 5 and 6 {containing: 100 caltrops 50 deckscrubbers and 50 gunmen}:
send martial arts with 1r {100 caltrops 10~20 gunmen} (1r 1 martial arts general)
any general:
200c (0c)
original way:
Send any general to camp 4 then 6 and finnally 5
camp 4 100 caltrops 50 deckscrubbers 50 gunmen
any general:
74r 126s(52r,64r,74r)
veteran general:
62r 188s (48r,55r,62r)
Martial arts:
100r 120s (37r,46r,57r)
camp 5 100 caltrops 50 deckscrubbers 50 gunmen
any general:
74r 126s(52r,64r,74r)
veteran general:
62r 188s (48r,55r,62r)
Martial arts:
100r 120s (37r,46r,57r)
camp 6 100 caltrops 50 deckscrubbers 50 gunmen
any general:
74r 126s(52r,64r,74r)
veteran general:
62r 188s (48r,55r,62r)
Martial arts:
100r 120s (37r,46r,57r)
if you like to risk a block scroll down
Send 2 generals to camp 7 and 8 right after each other if any interception recall immediately
camp 7 200 caltrops
any general:
47r 153s (25r 0s,38r 0s,47r 1s)
veteran general:
42r 208s (21r,33r,42r;0s)
Martial arts:
100r 120s (22r,32r,44r)
camp 8 200 caltrops
any general:
47r 153s (25r 0s,38r 0s,47r 1s)
veteran general:
42r 208s (21r,33r,42r;0s)
Martial arts:
100r 120s (22r,32r,44r)
The path is clear send your last general to claim victory on this adventure
camp 9 40 cannoneers 50 sabrerattler 2 crazy ship's cook 100 gunmen
any general:
85r 50c 65xb (66r,75r,83r)
veteran general:
49r 2s 146c 53xb (37r,46r;0s,49r;1s)
Martial arts:
44r 1s 79c 96xb (31r,39r,44r)
Note: block is only do able with a 220+ units general. Also the block is very tricky and recommended only if you don’t mind risking a failure feel free to calculate with this simulator: http://settlersonlinesimulator.com/d...fsimulator/nl/
Block:
A: 220+ units general
B: any general
Camp 8
any general:
48s 30c done in 5~13 rounds highest chance to end after 6 or 7 rounds loses only when taking longer than 8 rounds
Camp 9
veteran general:
85r 50c 65xb(66r,75r,83r) done in 3 rounds
Martial arts:
44r 1s 79c 96xb (31r,39r,44r) done in 2 rounds
Send general A first and general B right after each other.
every camp is simulated using this simulator