REQUIRED UNITS
PLAYER I | PLAYER II | |
WITHOUT BLOCKS | WITH BLOCKS | |
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If the player on the left side destroy the Witch’s Tower, a palisade on the right side disappears and the second player can attack camps from the back, bypassing camp 6.
Garrison | Camp | Enemy Units | Our Attacks |
G1 | 1 | 80 Cultist, 50 Dark Priest | 1 wave (MMA) 27 Recruit, 1 Elite Soldier, 192 Cavalry [losses: 27R] |
G1 | 2 | 80 Cultist, 40 Shadowsneaker, 40 Firedancer | 1 wave (ANS) 64 Recruit, 1 Elite Soldier, 85 Cavalry [losses: 64R] |
G1 | 3 | 100 Cultist, 50 Shadowsneaker | 1 wave (ANS) 36 Recruit, 1 Elite Soldier, 113 Cavalry [losses: 36R] |
G1 | 4 | 40 Cultist, 40 Shadowsneaker, 40 Dark Priest | 1 wave (ANS) 20 Recruit, 130 Cavalry [losses: 20R] |
G1 | 5 | 100 Cultist, 50 Dark Priest, Dark High Priest | 1 wave (MMA) 120 Recruit, 20 Cavalry, 80 Crossbowman [losses: 120R] |
G2 | 6 | 70 Cultist, 50 Shadowsneaker, 10 Firedancer | 1 wave (ANS) 21 Recruit, 129 Cavalry [losses: 21R] |
G2 | 7 | 100 Cultist, 50 Shadowsneaker, 20 Dancing Dervish | 1 wave (ANS) 49 Recruit, 1 Elite Soldier, 100 Crossbowman [losses: 49R] |
G2 | 8 | 50 Cultist, 50 Dark Priest, Swamp Witch, Dark High Priest | 1 wave (ANS) 105 Recruit 2 wave (MMA) 65 Recruit, 155 Crossbowman [losses: 170R] |
BLOCKS:
Camp 3
Before sending Generals to the block, you must destroy camp 4.
From Ga (115 Recruit) send General to camp 3, shortly after
from W (1 wave (MMA) 120 Recruit, 20 Cavalry, 80 Crossbowman) send Master to camp 5.