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Settlers 3 vs 4
Settlers 3 vs 4












settlers 3 vs 4

General D BLOCK (Camp 6) 100 Nomads 90 Riding Amazonian Guards General C BLOCK (Camp 4) 60 Nomads 50 Lance Riders 80 Riding Amazonian Guards General B BLOCK (Camp 11) 100 Riding Bowmen 100 Lance Riders There's a bit of margin for error, but it's tight. Position W: Any (Only required if Position A is used, otherwise it can be left out.)Īttack 2: (3 x Blocks, MMA) All generals need to be launched in order, and as fast as you can. Can be swapped with another general for it's attack then swapped back out) Generals A and W are not strictly needed, but if used, you will need a total of 9 generals Click on the spoiler below to see this alternative attacking method. Please note this is not for the faint hearted. However, due to the length of the block on camp 6, even if the fight extends to 40 seconds, it shouldn't cause any problems.Īttack 2 can be combined into a block with Attack 3 with some adjustments. Master of Martial Arts 30R 30ES 160B (30-40(0.068%) Seconds) (18R 145B-22R 155B-30R 160B)įor the fight to last 40 seconds, all of the Bows and Recruits need to have been killed. Tavern General 15S 28ES 144C (120-160 Seconds)Ĭamp 1 60 Nomads 70 Riding Amazonian Guards 40 Cataphract General A BLOCK (vs Camp 1 Interception Camp 6) 100 Nomads 90 Riding Amazonian Guards Our first attacking general (Tavern) will be intercepted and diverted down to camp 6 and will engage this camp while our MMA comes around and eliminates the leader.

settlers 3 vs 4

To avoid having to either block camp 11 or eliminating it, we can choose to send both generals to attack Camp 1. Veteran General 188R 62ES (165R-180R-188R)Īttack 3 (vs Camp 1) Block Camp 6 from an interception on an attack to 1 MMA again can be used, but you will need to use some Militia or risk losing ES

settlers 3 vs 4

Master of Martial Arts 91R 129ES (73R-83R-91R)Īttack 2 (vs Camp 4) 60 Nomads 50 Lance Riders 80 Riding Amazonian Guards MMA can be used, but the average losses are lighter using the Vet at position B Generals X and Y do not actually attack, but both are needed to guide the attacking generals onto the paths you want, so they avoid a camp.Īttack 1 (vs Camp 7) 120 Nomads 80 Lance Riders. G1 (Landing Zone 3) Optional G1 Setup (7/9 Generals) in the spoiler below

SETTLERS 3 VS 4 FULL

Troops Required 561R 75M 133S 316ES 249C 164B 1LB 140XB using an optional full block rather than 1R block listed lower.(saves a recruit) Troops Required 562R 67M 100S 208ES 249C 164B 1LB 84XB (140XB if Major general is used) In a laggy environment, I would suggest recalling and resending generals if you use these attacks and the generals lag. Optional blocks (Far more advanced) Both G1 and G3 have options which will heavily reduce losses, but require no hesitation when sending generals. Troops Required 811R 37M 91S 208ES 160C 251B 1LB 84XB (140 if planning to use the Major General) (Note: Cannons aren't used as I don't have the level for them as yet.) Please note: This guide is now out of date in area G3 due to changes by BB to RB The Phoenix Guild presents a Guide to RB using an MMA and Vet General (Elites and Crossbows.)














Settlers 3 vs 4