View Full Version : Why am i always short on goldcoin?
Many people in this game are really scraping for a coin here or there.
I always wondered about these scroogers.
Why won't you just read a small advising guide and save yourself 7.ooo goldcoin?
SidV tried to sell those crossbows for 3.5 each.
So it was time to give him a piece of my mind.
It's so simple, just read this battle-script and grow yourself a magnificant town.
Follow in Grow's footsteps. I am playing this game for free just as Bluebyte has promised.
Read this battle-script with care, and get your own crossbows for free!
__________________________________________________ _____________________________
It has been a very long fight for my 3 regular generals and my small 1050 settler village.
It took them 3 days and 2 hours to complete this fight.
__________________________________________________ _____________________________
http://www.siedlertools.de/w/images/f/f1/Victor_the_vicious2.png
Victor the Vicious without crossbows (LB).
27482xp
Setup of garrisons is taken from worst-case scenario.
Many a second wave could probably have more Cavalry or Longbows to get better results on your own map.
1. 50 Thugs, 50 Watchdogs, 50 Rangers 111R 89S (106R)
2. 100 Rangers, 50 Roughnecks Do not attack
3. 50 Watchdogs, 100 Roughnecks 150R 50S (150R)
4. 60 Watchdogs, 50 Rangers, 50 Roughnecks Do not attack
(Tricky attack to be made here, attack camp 9 and retreat in time.)
5. 50 Watchdogs, 100 Roughnecks 150R 50S (150R)
6. 1 One-eyed Bert, 100 Watchdogs, 99 Roughnecks 1:200R 2:45R 55C 100LB (242R)
7. 50 Watchdogs, 120 Roughnecks 1:59R 2:145R 55LB (204R)
8. 50 Rangers, 120 Roughnecks 1: 60LB 2: 115R 50C 35LB (60LB 113R) another option 1:80B 2:...
9. 1 One-eyed Bert, 50 Watchdogs, 60 Rangers, 80 Roughnecks 1:200R 2: 40R 80C 80LB (231R)
1. 50 Thugs, 50 Watchdogs, 50 Rangers Do not attack
2. 100 Rangers, 50 Roughnecks Do not attack
3. 50 Watchdogs, 100 Roughnecks Do not attack
4. 60 Watchdogs, 50 Rangers, 50 RoughnecksDo not attack
5. 50 Watchdogs, 100 Roughnecks Do not attack
6. 1 One-eyed Bert, 100 Watchdogs, 99 Roughnecks 1:200R 2:45R 55C 100LB (242R)
1. 50 Thugs, 50 Watchdogs, 50 Rangers Do not attack
2. 100 Rangers, 50 Roughnecks Do not attack
3. 50 Watchdogs, 100 Roughnecks Do not attack
4. 60 Watchdogs, 50 Rangers, 50 Roughnecks Do not attack
6. 1 One-eyed Bert, 100 Watchdogs, 99 Roughnecks 1:200R 2:45R 55C 100LB (242R)
10. 100 Rangers, 100 Roughnecks 1:150R 50B 2:20R 180C (169R 50B)
11. 100 Watchdogs, 100 Roughnecks 1:155R 2:60R 140LB (213R)
12. 1 One-eyed Bert, 1 Skunk, 100 watchdogs, 90 Roughnecks 1:200R 2:40R 160LB (238R)
T1. 100 Wolfs 5R 195S (5R)
T2. 150 Wolfs Do not attack
T3. 200 Wolfs Do not attack This trap was really hard to find,
Lusinda_Diamonds was the first to actually see it and confirm it's existence.
Marcus Burnett placed it on the wrong spot, and SidV blindly copied that improper location.
13. 100 Rangers, 100 Roughnecks 1:150R 50B 2:20R 180C (169R 50B)
14. 100 Watchdogs, 100 Roughnecks Do not attack
15. 1 Metal Tooth, 40 Watchdogs, 155 Roughnecks 1: 40C 2: 50B 80M 70LB 3:135R 65LB (130R 40C 50B 80M 70LB)
16. 40 Watchdogs, 80 rangers, 80 Roughnecks Do not attack
17. 80 Watchdogs, 40 rangers, 80 Roughnecks 1:110R 2:100R 40C 60LB (173R)
In order to avoid running into camp 16, place your garrison south of the lake!
Position G7 on the tacticalmap.
Then camp 18 can be attacked directly without any hazardous retreating procedures.
18. 1 Skunk, 100 Rangers, 80 Roughnecks 1:110R 2:60R 110C 30LB (169R)
19. 1 Wild Mary, 2 Skunk, 100 Scavengers, 50 Rangers 1:100R 100C 2:100R 95C 3:95S 105LB (200R 195C 84S)
Now i only need to figure out how to upload the tactical map.
It's not so easy for an old man like myself, to figure out how that can be done.
To the tactical map (http://img607.imageshack.us/img607/4447/vtvm.jpg)
Special thanks to SidV for making the original version.
I managed to rip his map and redoing it properly in my good old paintbrush software. Hihi ^^
© by Grow's Scripts Incorporated
I've changed those number 4 times, this is version 1.4 (!) - tested everything that could be tested using Sidv and Grow camp config.
Implemented Grow's suggestions and did some tweaks myself - 19C is most recent that I recall from today (saving additional 10M) and more like various C to first strike those nasty roughnecks etc.
I personally think it cant get any better - except for awesome art and more bad jokes ^^
"A" version of VtV tactical map, ver1.5 (http://img825.imageshack.us/img825/9048/vtvver15.jpg)
After obtaining crossbows, it was time to attack new scoundrels.
Having 3 of those adventures in my starmenu, it surely felt like i need to try this.
http://www.siedlertools.de/w/images/f/fe/Outlaws2.png
Outlaws
14020xp
My current worst-case-scenario-script is:
Garrison settings
Total troops needed 1895R 100B 185C 105S 195XB
Total maximum loss 1795R 100B a fair improvement compared to SidV's max.loss 1804R 250B
1.) 100 Thug, 60 Ranger [98R 1S 69C 32XB (98R)]
2.) 60 Thug, 100 Ranger [49R 1S 131C 19XB (49R)]
3.) 40 Thug, 80 Ranger, 40 Roughneck [92R 1S 50C 57XB (92R)]
4.) 100 Ranger, 80 Roughneck [1:110R 2:62R 1S 90C 47XB (171R)]
5.) 150 Roughneck [1: 50R 50B 2: 104R 1S 95XB (154R 50B)]
6.) 80 Guard Dog, 60 Ranger, 40 Roughneck [150R 50S (146R)]
7.) 2 Skunk, 1 Metal Toothed [3R 2S 195XB (3R)]
8.) 60 Scavenger, 60 Stone Thrower Do not attack
9.) 60 Stone Thrower, 60 Guard Dog [200R (63R)]
10.) 30 Thug, 80 Guard Dog, 50 Ranger [200R (93R)]
11.) 100 Scavenger, 30 Stone Thrower, 30 Guard Dog [95R 105S (95R)]
12.) 30 Scavenger, 100 Stone Thrower, 30 Guard Dog Do not attack
13.) 60 Thug, 60 Guard Dog, 60 Ranger [200R (156R)]
14.) 60 Thug, 60 Guard Dog, 60 Ranger [200R (156R)]
15.) 1 One-Eyed Bert, 180 Thug [1: 150R 50B 2: 64R 1S 45C 90XB (214R 50B)]
16.) 80 Scavenger, 20 Stone Thrower Do not attack
17.) 50 Scavenger, 50 Stone Thrower [15R 185C (13R)]
18.) 60 Scavenger, 60 Stone Thrower [18R 1S 181C (18R)]
19.) 50 Scavenger, 50 Stone Thrower, 50 Guard Dog [74R 126S (74R)]
20.) 100 Scavenger, 50 Stone Thrower [45R 1S 110C 44XB (45R)]
21.) 50 Scavenger, 50 Stone Thrower, 50 Guard Dog [74R 126S (74R)]
22.) 1 Skunk, 80 Stone Thrower, 100 Guard Dog [90R 110S (88R)]
23.) 80 Scavenger Do not attack
24.) 80 Scavenger Do not attack
25.) 80 Stone Thrower Do not attack
While playing this map i couldn't resist to test various blocking patterns from
Zipflgladschr's map (www10.pic-upload.de/29.02.12/2agiau8swsx.jpg)
Check his map for proper garrison-placements!
Hereby i present some of the conclusions;
Single-block-pattern South-east
saving 41R
23.) 80 Scavenger [21R 1S 178C (21R)]
25.) 80 Stone Thrower [200C]
24.) 80 Scavenger [1R (1R)]
10.) 30 Thug, 80 Guard Dog, 50 Ranger [200R (93R)]
Tested succesfully.
Tested block-pattern Top-centre:
saving 146R
6.) 80 Guard Dog, 60 Ranger, 40 Roughneck [1R 4S 195C] fights 6~15 rounds
7.) 2 Skunk, 1 Metal Toothed [3R 2S 195XB (3R)] vanquished in 2 rounds
Succeeded.
Next time i will try a double block here, which could save another 154R 50B.
Double-block-pattern Top-centre:
saving 300R 50B
5.) 150 Roughneck [105S 95C] fights 7~14 rounds
6.) 80 Guard Dog, 60 Ranger, 40 Roughneck [1R 4S 195C] fights 6~15 rounds
7.) 2 Skunk, 1 Metal Toothed [3R 2S 195XB (3R)] vanquished in 2 rounds
Succeeded!
Block-pattern Top-left:
not advised
21.) 50 Scavenger, 50 Stone Thrower, 50 Guard Dog [1R 157C] fights 5~11 rounds
22.) 1 Skunk, 80 Stone Thrower, 100 Guard Dog [90R 110S(88R)] vanquished in 2~3rounds
On this webpage-map G12 failed.
It lost the battle on B9 just before the attack on the leadercamp was finished.
The blockingbattle on camp 21 (B9) lastet 6 rounds which was supposed to be enough.
The attack on the leadercamp lastet 3 rounds.
If the attack on the leadercamp would have taken just 2 rounds, it could have worked.
Block-pattern Top-right (aiming to save 119R)
Failure in calculation! So i didn't try this yet, need to get to lvl 41 first to make it work.
14.) 60 Thug, 60 Guard Dog, 60 Ranger [2R 6S 192C] fights 6~13 rounds
15.) 1 One-Eyed Bert, 180 Thug [76S 124XB (76S 18XB)] vanquished in 2~3rounds
Zipflgladschr took here an elite with him!
[75S 1E 124XB (75S)] vanquished in 2rounds
is what should have been written in his scenario.
Another nicely designed blocking-guide is PoppiPopps's map (www10.pic-upload.de/13.03.12/w12lgkosjxd2.jpg),
but he uses Elites and Veteran generals with 250 units, so i can't test that yet.
© by Grow's Scripts Incorporated
Thanks for this Grow:-) The VtV guide is much appreciated
Version 1.6 VtV coming out soon (read: 3-5 days). And I do hope it is final because I am getting tired of it lol
After 1.6 is released, it will be nice addition to THIS (http://mienigs.de/Viktor-der-Verschlagene1.jpg) best possible version of VtV which is, on the other hand, a fine example of how tactical maps should be made.
And for those of you that do not have it, HERE (http://www.knightsofavalon.de/raeuberbande.jpg) is the funfunfun version of Outlaws. Do not get intimated by it - it is fun & easy to play. Especially now, when we do have a lag free server. It was impossible to play this version before.
Just click (zoom in) on the bottom left and you will have the idea - no need to "think" or to take care of when will XY general be in XY position so you could send another general to YX camp - just send 2nd and 3rd one as soon as you send 1st general to attack - garrisons are already placed on the map (starting positions) in a way to ensure successful block.
So just send them one after another - that is the reason why doctor-bob named it "Easy-to-block" version.
GL & HF :)
H4m
p.s.
Total maximum loss: 617R and 74S for Outlaws.
Doctor-bob is using those Battle-hardened Generals.
Since i am playing for free those are really hard to obtain.
So i cannot test these guides.
It's not a matter of giving links to webpages.
This is sheer research, and reports to generate feedback
for those that Play for Free just as Bluebyte promised, we could.
Scientific research requires, that you name the source, that has been used.
Not a simple copy and paste job, anyone can do.
Another addition is my swapseat version of Motherly love
http://www.siedlertools.de/w/images/a/a7/Motherlove2.png
3030xp
Dear ...,
due to the many combats in the Settlers live, many became an orphan.
All they need is some good Motherly love, i'd say.
Settler Grow will do you the honour of sending forth two full garrisons.
One consisting out of Recuits all, another regiment full of Cavalry.
1) 100 Petty officer 2nd class, 100 Gunman Do not attack
2a) 100 Caltrop, 100 Petty officer 2nd class [1:200R] << player 1
2b) [2:80R 120S] Could be resimulated, due to lucky 1st wave << player2
T1) 100 Caltrop [40R 160S] << player2
T2) 200 Wolf [15R 185S] << player2
T3) 200 Wolf [15R 185S] << player2
3a) 50 Petty officer 2nd class, 50 Gunman, 1 Wild Mary, 1 Crazy Cook [1:200C] << player 1
3b) [2:30R 160C] Could be resimulated, due to lucky 1st wave << player2
3b) [3:75S 125XB] << player2
The next day we can be playing the same in reversed roles.
What do you say daring settler. Does this plan get a green light?
yours sincerely,
Grow
© by Grow's Scripts Incorporated
Many maps for Traitors have been written:
made by Hibblechen & Freakdeluxe. (img841.imageshack.us/img841/9864/taktikkarteverraeterbra.jpg)
Uses the Shandrogar presentation-style
Marcusmap (siedler-vision.de/wp-content/uploads/2012/02/marcusverrat1.jpg)
Marcus has always these nice presentations all in 1 map with purple textballoons easy to read.
Jetro's version (img9.imageshack.us/img9/3326/sidvtraitors14vrlb.jpg)
Jetro-script in the presentation-style from SidV.
However while resimulating those garrison set-ups i found errors in all three scripts, so
doctor bob's map (http://www.knightsofavalon.de/verraeter.jpg)
is probably the best map of all.
Although after 1 april 2012 it got changed into using Veteran generals with 250 units.
Time to publish Grow's improved version :
http://www.siedlertools.de/w/images/2/27/Traitors2.png
8710xp
Starting with the short-version;
1) 40 D. Militia, 60 D. Longbow Do not attack
2) 60 D. Militia, 60 D. Cavalry Do not attack
3) 80 D. Soldier Do not attack
4) 40 D. Soldier, 60 D. Longbow [27R 1E 162C 10XB (27R)]
5) 60 D. Soldier, 60 D. Longbow [47R 1E 106C 46XB (47R)]
If you want to obtain the loot, you need to play this too.
6) 40 D. Militia, 40 D. Cavalry, 20 D. Soldier, 60 D. Longbow
Several options here.
[150R 50S (150R 1S)] Hibblechen & Freakdeluxe failed to see it could involve a loss of a Soldier.
Possibly they used [150R 50E (149R)] theirselves while playing the map.
Who playes it like this [1: 40C 2:44R 1E 96C 59XB (44R 40C)]?
It saves 60 x 25 bread = 1500 bread, but costs 700 more beer.
7) 60 D. Militia, 60 D. Cavalry, 60 D. Soldier
[1R (1R)] ofcourse i block here :)
8) 60 D. Soldier, 100 D. Longbow
Marcus fails to mention here that his 80R 120C might lose all recruits and 2C here.
Possibly he used [78R 2E 120C (78R)] instead.
Jetro's setup 70R 124C 1S 5LB seems nice.
But after a few simulations you'll see, that the frontline could be broken!
So we get (70R 1S 3C) loss-rate there.
It might take some more testing to get the best script here for the last three camps,
last time i played it like this.
9) 100 D. Soldier, 100 D. Longbow [52S 110C 38XB (52S)]
10) 50 D. Cavalry, 150 D. Soldier [1:1R 2:1R (2R)]
While making twice the block on camp 10, two waves dispose of the leadercamp.
With an estimated average loss of 1 Soldier i could live, you might however be unlucky and lose a maximum of 30S.
11) 60 D. Cavalry, 60 D. Soldier, 60 D. Longbow, 1 Big Bertha, 1 Sir Robin[1:200R 2:105R 30S 65E (305R 0S~~30S)]
Since Doctor Bob altered his map, you could be using this link for how to do it
Blockpattern reference (i232.photobucket.com/albums/ee198/RippleJet/Traitorsblockingcamp9.jpg) Send garrissons away in alphabetic order
This script comes to a maximum loss:
[(503R 40C 82S)]
© by Grow's Scripts Incorporated
Witch of the Swamp
http://www.siedlertools.de/w/images/d/dd/Witch_of_the_swamp2.png
5663xp
Not so many different maps for the Swampwitch were found
Shandrogar's version (http://www9.pic-upload.de/11.01.12/xmfmm6cxtbne.jpg)
SidV's script (http://forum.thesettlersonline.com/threads/15207-SidV-s-adventure-journal?p=167553&viewfull=1#post167553)
There isn't a lot of variation possible on this map, except for the last 3 camps.
Some people made a fast loot version, but the marginal losses outweight the xp to be gained.
So i would rather get all the xp and loot on this map.
camp 1) 40 Cultists [200C]
camp 2) 50 Cultists [4R 1E 195C (4R)] Shandrogar wrote 5R 195C on his map, but that could be a (5R) loss.
camp 3) 40 Cultists 40 Fanatics [10R 2E 188C (10R)] Using Eilte-guards to protect the safety of the precious cavalry.
camp 4) 60 Cultist [10R 2E 188C (10R)]
camp 5) 40 Dark Priest 60 Shadowsneakers [100R 100S (46R)]
camp 6) 33 Cultist 33 Dark Priest 33 Shadowsneakers [100R 100S (53R)]
camp 7) 120 Cultist [52R 1E 67C 80XB (52R)]
camp 8) 80 Cultists 60 Dark Priests [1R (1R)] Following Shandrogars instruction, this block has never let me down.
But if you decide to block, your general will be wounded for 4 hours!
So i'd rather like to finish camp 9 in one wave.
camp 9) 40 Cultists 120 Shadowsneakers 1 Dark High Priest [110R 13M 77S (110R 13M )]
Then on the last camp there isn't any way to avoid a second wounded general.
But my third general finish the map quickly, and all will return home instantly :)
camp 10) 1 Swampwitch 100 Cultists 99 Dark Priest [1: 124R 76C 2: 96R 1E 50C 53XB (220R 76C)]
This script comes to a maximum loss:
[(506R 76C 13M)]
© by Grow's Scripts Incorporated
Your garrison setting seems good. I want add here our method that we find, if players do not want sacrifice any Militia or Soldiers in camp 9
First wave
camp 8) 80 Cultists 60 Dark Priests [1R (1R)]
camp 9) 40 Cultists 120 Shadowsneakers 1 Dark High Priest [120R (120R)]
Second wave
camp 8) 80 Cultists 60 Dark Priests [1R (1R)]
camp 9) 1 Dark High Priest [200XB (0)]
© by Killste :)
I finished another Witch of the Swamp yesterday...
I was going to post my garrison setup in SidV's thread, but might as well do it here. :)
Having no crossbows and no elite soldiers, I still have to rely on longbows and soldiers.
I also have a lot of horses, so prefer losing them over militia (on camp 10).
The losses in the brackets are (minimum - average - maximum)
camp 1) 40 Cultists [1S 199C (0)]
camp 2) 50 Cultists [5R 1S 194C (3R - 4R - 5R)]
camp 3) 40 Cultists 40 Fanatics [11R 1S 188C (8R - 10R - 11R)]
camp 4) 60 Cultist [10R 1S 189C (8R - 9R - 10R)]
camp 5) 40 Dark Priests 60 [45R 155S (43R - 44R - 45R)]
camp 6) 33 Cultist 33 Dark Priests 33 Shadowsneakers [51R 149S (49R - 51R - 51R)]
camp 7) 120 Cultist [56R 2S 70C 72LB (49R - 52R - 56R)]
camp 8) 80 Cultists 60 Dark Priests [1R (1R)]
camp 9) 40 Cultists 120 Shadowsneakers 1 Dark High Priest [120R 80S (110R - 120R 2S - 120R 16S)]
camp 10) 1 Swampwitch 100 Cultists 99 Dark Priests [1: 75R 125C 2: 77R 2S 30C 91LB (136R 125C - 149R 125C - 152R 125C)]
The second wave on camp 10 can always be optimised based on whatever is left behind from wave 1.
This setup is based on 1 Swampwitch, 69 Cultists and 8 Dark Priests (the average troops remaining).
My actual total losses were 362R, 1S and 125C
© ... naw... screw the ©... please feel free to use my solution however you like. :)
Thanks for the input Tage.
My actual total losses were 362R, 1S and 125C
I think that is a typing error 462R 1S 125C probably
Sure using the scripts for your own adventures is free.
But just random copying other peoples work without naming the sources used, isn't scientific.
Thus i got used to obtain copyrights over my personal publishing.
Hmmm... Just one small question that i can't get the answer Grow....
You have Water mill, Silo, Recycle Factory, and most importantly about 234 building Licences (which is impossible to get with the gems from levels/quest and rewards at level 41, which u are). What exactly do you mean when you say you're playing for "free" ??????
Thanks for the input Tage.
Sure using the scripts for your own adventures is free.
But just random copying other peoples work without naming the sources used, isn't scientific.
Thus i got used to obtain copyrights over my personal publishing.
So is fine I copy some of your garrison setting and add credit list like this: Grow: Added some garrison setting witch of the swamp,Victor the Vicious etc?
Hmmm... Just one small question that i can't get the answer Grow....
You have Water mill, Silo, Recycle Factory, and most importantly about 234 building Licences (which is impossible to get with the gems from levels/quest and rewards at level 41, which u are). What exactly do you mean when you say you're playing for "free" ??????
Some of us recieved bonus coins, buildings and gems from BlueByte as compensation and Christmas gifts
Hmmm... Just one small question that i can't get the answer Grow....
You have Water mill, Silo, Recycle Factory, and most importantly about 234 building Licences (which is impossible to get with the gems from levels/quest and rewards at level 41, which u are). What exactly do you mean when you say you're playing for "free" ??????
Some items and gems were rewarded earlier in beta for events and some server down issues, so still for free- just not the same as people that started the game later on in the closed beta
ah i see, damn, it's a shame that i lost those chances then
now u can try to buy main vouchers for gold coin and get em too :P
Aha, yes those i got as being free gifts.
234 licences? I wish i had those, just 185 here. While rising the ranks i get 200 gems /lvl for which i bought more licences.
The Watermill is level 3 now so it saves 2 settlers, which i can use as being two more watercarriers or cannonfodder now.
And the silo, oh yes the silo. It saves about 40 pineplanks and 20 stones each day.
Really, i recommend you buy hundreds of silo's and save yourself a fortune on pineplanks and pebbles...lol
To the more serious affairs in the life of Grow.
http://www.siedlertools.de/w/images/f/f1/Victor_the_vicious2.png
Victor the Vicious with crossbows (XB).
27482xp
After landing on this adventuremap first move your garrisons, two of them, to the leftside peninsula.
Place them completly to the right side of that landingzone.
1.) 50 Thugs, 50 Watchdogs, 50 Rangers [111R 89S (108R)]
2.) 100 Rangers, 50 Roughnecks Do not attack
3.) 50 Watchdogs, 100 Roughnecks [150R 50S (150R)]
4.) 60 Watchdogs, 50 Rangers, 50 Roughnecks Do not attack
5.) 50 Watchdogs, 100 Roughnecks [150R 50S (150R)] Tricky fight here: attack camp 8 or 9 and retreat in time.
6.) 1 One-eyed Bert, 100 Watchdogs, 99 Roughnecks [1:115R 2:90R 1E 109XB (204R)] skip for a while
Next we see that Marcus reversed the order of camps and so did SidV, so be carefull here!
7.) 50 Watchdogs, 120 Roughnecks [1:59R 2:110R 90XB (167R)]
8.) 50 Rangers, 120 Roughnecks
[1:80B 2:114R 1E 55C 40XB (80B 113R)] or alternative [1:50LB 2:103R 2E 55C 40XB (50LB 103R)]
9. 1 One-eyed Bert, 50 Watchdogs, 60 Rangers, 80 Roughnecks [1:90R 2: 95R 5E 60C 40XB (185R)]
Now that the centre is cleared, one might start backstabbing the leadercamps numbered 6. Get to that in the end.
But you can also aim for Trap 1 and Metal Tooths region already! Sneaking past camps 10 till 12 is possible.
1.) 50 Thugs, 50 Watchdogs, 50 Rangers Do not attack
2.) 100 Rangers, 50 Roughnecks Do not attack
3.) 50 Watchdogs, 100 Roughnecks Do not attack
4.) 60 Watchdogs, 50 Rangers, 50 RoughnecksDo not attack
5.) 50 Watchdogs, 100 Roughnecks Do not attack
6.) 1 One-eyed Bert, 100 Watchdogs, 99 Roughnecks [1:115R 2:90R 1E 109XB (204R)] skip for a while
1.) 50 Thugs, 50 Watchdogs, 50 Rangers Do not attack
2.) 100 Rangers, 50 Roughnecks Do not attack
3.) 50 Watchdogs, 100 Roughnecks Do not attack
4.) 60 Watchdogs, 50 Rangers, 50 Roughnecks Do not attack
6.) 1 One-eyed Bert, 100 Watchdogs, 99 Roughnecks [1:115R 2:90R 1E 109XB (204R)] skip for a while
10.) 100 Rangers, 100 Roughnecks [1:138R 22B 2:45R 1E 120C 34XB (183R 22B)]
11.) 100 watchdogs, 100 Roughnecks [1:111R 2:79R 1E 120XB (190R)]
While simulating this camp, i had found that 110R would make absolutely sure to kill the dogs.
Although it hardly changes anything on the maximum losses.
It would have some impact on the average losses, when you use 111R in the first wave.
12.) 1 One-eyed Bert, 1 Skunk, 100 watchdogs, 90 Roughnecks [1:125R 2:78R 2E 120XB (203R)]
In this battle Marcus and Sidv both get losses around 220R, so this script saves another 17R here
T1. 100 wolfs 5R 100S (5R)
The wolves never make it till the second round, so adding more Soldiers or Elites doesn't matter
T2. 150 wolfs Do not attack
T3. 200 wolfs Do not attack
13.) 100 Rangers, 100 Roughnecks [1:138R 22B 2:45R 1E 120C 34XB (183R 22B)]
14.) 100 watchdogs, 100 Roughnecks Do not attack
15.) 1 Metal Tooth, 40 Watchsdogs, 155 Roughnecks 1: 40C 2:130S 70XB (129S 40C)
Marcus writes here a loss of 106~129, but my simulator says 109~129.
Maybe the simulator wasn't refined at the day Marcus wrote his map.
16.) 40 Watchdogs, 80 rangers, 80 Roughnecks Do not attack
17.) 80 Watchdogs, 40 rangers, 80 Roughnecks [1:98R 2:63R 1E 52C 84XB (161R)]
I choose here to add a few more Recruits into the first wave, which will kill all dogs and at least 1 Roughneck.
SidV's set-up 1:95R might leave on rare occasions a Watchdog, and this might be losing a cavalerist
in the second wave. So his actual lossrate could be mounting up to (161R 1C)
In order to avoid running into camp 16, place your garrison south of the lake position G7!
It could be that a wounded general's tent is obstructing the line-up through the woods.
So setting up camps at G6 might be best avoided, and use position G7 exclusively.
18.) 1 Skunk, 100 Rangers, 80 Roughnecks [1:100R 2:58R 2E 110C 30XB (158R)]
In this battle SidV's version is completely off, maybe he meant 1:110R instead,
due to the better position of the garrison many a settlerslife can be saved for those, that not follow his guide!
19.) 1 Wild Mary, 2 Skunk, 100 Scavengers, 50 Rangers [1:104R 96C 2:103R 96C 3:53S 2E 145XB (207R 192C 53S)]
With a lucky first wave, you could alter the second wave a bit. I think, i had it on 96R 88C once :)
In the last wave you fight Mary with her two smelly boys, where you can choose to sacrifice Militia or Soldiers.
I went for the most lives spared, got enough weapons to waste. On a lucky day you might get away with a loss of
just 43S here.
And then we come back on those skipped battles.
Since there are two invited players on this map it's possible to let them make an interim attack one of these camp 6.
6.) 1 One-eyed Bert, 100 Watchdogs, 99 Roughnecks
The fight goes then like this:
[1:115R] adventureleader
[2:5R] invited player
[3:....] adventureleader
This last wave will be meeting less resistence, if both the invited players attack the camp with most Roughnecks left.
Mostly somewhere around 1 One-eyed Bert, 95 Roughnecks.
Tactical map (http://img607.imageshack.us/img607/4447/vtvm.jpg)
Maximum loss.rate [2753R 182S 44B 50LB 232C]
Reference sources;
Marcus-version (siedler-vision.de/wp-content/uploads/2012/02/marcusviktors.jpg)
The bad SidV version (img715.imageshack.us/img715/9082/sidvvictortactic7a.jpg)
© by Grow's Scripts Incorporated
Here is my first go with the Veteran General on Witch of the Swamp, it could do with a few tweaks so I'll try to refine it on the next try.
The losses in the brackets are the maximum.
camp 1) 40 Cultists [250C (0)]
camp 2) 50 Cultists [250C (0)]
camp 3) 40 Cultists 40 Fanatics [6R 244C (4R)]
camp 4) 60 Cultists [6R 244C (4R)]
camp 5) 40 Dark Priests 60 Shadowsneaker [45R 155S (45R)]
camp 6) 33 Cultists 33 Dark Priests 33 Shadowsneakers [51R 149S (51R)]
camp 7) 120 Cultists [45R 20S 185C (45R)]
camp 8) 80 Cultists 60 Dark Priests [1R (1R)] - If Blocked or if attacked [40R 210C (36R)]
camp 9) 40 Cultists 120 Shadowsneakers 1 Dark Priest [105R 145S (105)]
camp 10) 1 Swamp Witch 100 Cultists 99 Dark Priests [1: 125R 75C 2: 75R 100C 75A (1: 125R 75C 2: 69R]
My actual total losses were 458R and 75C, had I blocked camp 8 (did not try due to lag on the server at the time) I could have dropped the loss to 422R
Thanks Lightning!
Your efforts saved me another day, making Veteran-general-scripts.
Witch of the swamp
with veteran combat-general.
http://www.siedlertools.de/w/images/d/dd/Witch_of_the_swamp2.png
5663xp
http://img848.imageshack.us/img848/3528/swampwitchrewardchances.jpg
Publishing of this script has been made available by sponsors:
Tonymcdie, Hasmir and Fishslice
Garrisons needed: 420R 130B 245C 170S & E 41XB
camp 1) 40 Cultists [210C (0)]
camp 2) 50 Cultists [1E 235C (0)]
camp 3) 40 Cultists 40 Fanatics [5R 1E 244C (5R)]
camp 4) 60 Cultists [4R 1E 245C (4R)]
camp 5) 40 Dark Priests 60 Shadowsneaker [150R 100E (45R)]
camp 6) 33 Cultists 33 Dark Priests 33 Shadowsneakers [150R 100E (52R)]
camp 7) 120 Cultists [40R 1E 188C 21XB (40R)] or [40R 1E 191C 18Q (40R)]
Till here it was pretty straight forward. But due to the many alterations in the adventuremaps,
the previously known Garrisons positions of Shandrogar couldn't be copied, due to a small trail on the map.
For reference on garrisons-position (http://www9.pic-upload.de/11.01.12/xmfmm6cxtbne.jpg)
So be carefull here, if you want to make the block.
When the leftside regular-general is at the dead leafless tree,
then it's time to charge for the leadercamp.
camp 8) 80 Cultists 60 Dark Priests [1R (1R)]
For those that don't dare to block [35R 1E 214C (35R)]
camp 9) 40 Cultists 120 Shadowsneakers 1 Dark High Priest [80R 50S 120E (80R)] or [72R 5S 130E 43Q (72R 3S)]
Defeating the High Priest in 3 rounds saves many a settlerslife, you'll need at least 110E to kill him within 3 rounds.
camp 10) 1 Swamp Witch 100 Cultists 99 Dark Priests [1: 16R 130B 2: 70R 10S 1E 128C 41XB (86R 130B 10S)]
Although the loss of Soldiers doesn't look to nice, on average you'll lose just 7 of them,
if the first wave was unlucky. Thanks quantum.
[1:15R 120B 2:75R 10S 1E 130C 34Q (90R 120B 8S)] for Quarterpound artillery, also known as cannonneers.
Maximum losses at
[(347R 130B 10S)] without blocking.
[(313R 130B 10S)] for the block-pattern-script.
Tactical map (http://img189.imageshack.us/img189/3518/63934378.png)
You may want to consult further Veteran-general-scripts made by [FWB] Hasmir at
This link (forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters)
© by Grow's Scripts Incorporated
camp 10) 1 Swamp Witch 100 Cultists 99 Dark Priests [1:140R 60C 2:75R 1E 70C 105A (215R 60C)]
Since we'd never know what the first wave kills, the second wave might be slightly less Cavalry
and more XBowmen to reduce Recruit-losses.
Sorry to pointing out, but you have 1 units too many in that garrison setups ( 75R+1E+70C+105A =251 units)
Outlaws
with veteran combat-general.
http://www.siedlertools.de/w/images/f/fe/Outlaws2.png
14020xp
Garrison settings
Total troops needed [1570R 185C 80S 125E 200XB (1470R)]
With the simplified block-patterns (1100R).
Middle North region
1.) 100 Thug, 60 Ranger [74R 1E 120C 55XB (74R)]
2.) 60 Thug, 100 Ranger [[39R 1E 210C (39R)]
3.) 40 Thug, 80 Ranger, 40 Roughneck [59R 1E 140C 50XB (59R)]
4.) 100 Ranger, 80 Roughneck [75R 1E 135C 39XB (73R)]
5.) 150 Roughneck [140R 110XB (136R)]
6.) 80 Guard Dog, 60 Ranger, 40 Roughneck [118R 132XB (118R)]
7.) 2 Skunk, 1 Metal Toothed [3R 2S 195XB (3R)]
South-east region
8.) 60 Scavenger, 60 Stone ThrowerDo not attack
9.) 60 Stone Thrower, 60 Guard Dog [100R 150E (59R)]
23.) 80 Scavenger Do not attack
24.) 80 Scavenger Do not attack
25.) 80 Stone Thrower Do not attack
10.) 30 Thug, 80 Guard Dog, 50 Ranger [78R 52S 120E (78R)]
North-east region
11.) 100 Scavenger, 30 Stone Thrower, 30 Guard Dog [80R 20S 150E (78R)]
12.) 30 Scavenger, 100 Stone Thrower, 30 Guard Dog Do not attack
13.) 60 Thug, 60 Guard Dog, 60 Ranger [125R 125E (121R)]
14.) 60 Thug, 60 Guard Dog, 60 Ranger [125R 125E (121R)]
15.) 1 One-Eyed Bert, 180 Thug [1:120R 2:118R 2E 130XB (234R)]
Other suggestions [170R 20S 60XB (170R 12S)] or [171R 18M 1S 60XB (171R 18M)]
Central-west region
16.) 80 Scavenger, 20 Stone Thrower Do not attack
17.) 50 Scavenger, 50 Stone Thrower [5R 1E 244C (5R)]
18.) 60 Scavenger, 60 Stone Thrower [13R 1E 236C (13R)]
19.) 50 Scavenger, 50 Stone Thrower, 50 Guard Dog [74R 176E (74R)]
North-west region
20.) 100 Scavenger, 50 Stone Thrower [34R 1E 200C 15XB (34R)]
21.) 50 Scavenger, 50 Stone Thrower, 50 Guard Dog [74R 76S 100E (74R)]
22.) 1 Skunk, 80 Stone Thrower, 100 Guard Dog [85R 65S 100E (85R)]
---
Reference-maps for the tested block patterns
Zipflgladshr's garrisons positions (http://www10.pic-upload.de/29.02.12/2agiau8swsx.jpg)
Very slow-loadingpage of PoppiPopps (http://www10.pic-upload.de/13.03.12/w12lgkosjxd2.jpg")
Block-pattern South-east:
saving 43R from the script above
23.) 80 Scavenger [15R 1E 234C (15R)]
25.) 80 Stone Thrower [250C] 200C will be enough too
24.) 80 Scavenger [1R (1R)]
10.) 30 Thug, 80 Guard Dog, 50 Ranger [78R 52S 120E (78R)]
Double-block-pattern Top-centre)
saving 254R needs 6R 15S 255C 100E 200XB
5.) 150 Roughneck [98E 95C] fights 7~11 rounds
6.) 80 Guard Dog, 60 Ranger, 40 Roughneck [15S 160C] fights 6~14 rounds
7.) 2 Skunk, 1 Metal Toothed [5R 200XB (5R)] vanquished in 2 rounds
Single block-pattern North-west)
saving 74R
21.) 50 Scavenger, 50 Stone Thrower, 50 Guard Dog [1R 156C] fights 5~8 rounds
22.) 1 Skunk, 80 Stone Thrower, 100 Guard Dog [85R 65S 100E (85R)] vanquished in 2 rounds
http://img830.imageshack.us/img830/7686/outlawsrewardchances.jpg
Reviewing Hasmir's Outlaws (http://img201.imageshack.us/img201/34/outlaws10.jpg)
Garrison settings
Total troops needed [780R 20M 60S 120E 350C 200XB (686R 18M)]
South-east region
Attack camp 2 directly and get deliberatly intercepted.
1.) 80 Scavenger [15R 1E 234C (15R)]
1.) 80 Stone Thrower [1E 234C]
blocking the 80 scavengers to reach a safe road towards the leadercamp.
2.) 80 Scavenger [1R (1R)]
3.) 30 Thug, 80 Guard Dog, 50 Ranger [78R 52S 120E (78R)]
North-east region
4.) 100 Scavenger, 30 Stone Thrower, 30 Guard Dog [80R 50S 120E (79R)]
x.) 30 Scavenger, 100 Stone Thrower, 30 Guard Dog Do not attack
Double block
Needs [171R 18M 49S 280C 60XB]
Setup could be different for the block. Hasmir's "block position 2" could be decieving.
For the correct charge timing: first general has to be clearly past the rock,
2nd general has to be in front of that same rocky patch, to launch the next general.
Another link to find the correct timing (http://pa-is.de/raeuberbande.jpg)
5.) 60 Thug, 60 Guard Dog, 60 Ranger [24S 140C] fights for 5 ~ 10 rounds
6.) 60 Thug, 60 Guard Dog, 60 Ranger [24S 140C] fights for 5 ~ 10 rounds
Very dangerous setting Hasmir choosen here: [155R 20M 4S 71XB (155R 20M 4S 12XB)]
7.) 1 One-Eyed Bert, 180 Thug [171R 18M 1S 60XB (171R 18M)] vanquished in 3 rounds
other suggestions with Elites:
[160R 25M 1E 64XB (160R 25M)]
[169R 17M 1S 1E 62XB (169R 17M 1S)]
[171R 18M 1E 60XB (171R 18M)]
If you have those Quarterpounders [149R 22M 1E 78Q (149R 22M 1E)] might be the best choice.
Middle North region
Hasmir's settings for camps 8 & 10 have been improved.
8.) 100 Thug, 60 Ranger [74R 1E 118C 57XB (74R)]
9.) 60 Thug, 100 Ranger [39R 1E 210C (39R)]
10.) 40 Thug, 80 Ranger, 40 Roughneck [59R 1E 140C 50XB (59R)]
Triple-block
Needs [100R 56S 85E 288C 200XB]
11.) 100 Ranger, 80 Roughneck [40S 128C] fights for 7 ~ 13 rounds
12.) 80 Guard Dog, 60 Ranger, 40 Roughneck [15S 160C] fights for 6 ~ 14 rounds
13.) 150 Roughneck [95R 85E] fights for 7 ~ 13 rounds
14.) 2 Skunk, 1 Metal Toothed [5R 1S 200XB (5R)] vanquished in 2 rounds
Central West region
x.) 80 Scavenger, 20 Stone Thrower Do not attack
15.) 50 Scavenger, 50 Stone Thrower [6R 1E 243C (6R)]
Single block
When the blocking general disappears into the woods over the muddy patch, the attack the leadercamp is launched.
16.) 60 Scavenger, 60 Stone Thrower [130C] fights for 5 ~ 9 rounds
17.) 50 Scavenger, 50 Stone Thrower, 50 Guard Dog [75R 55S 120E (74R)] vanquished in 1 round.
North-west region
Double-block
Needs [90R 40S 120E 350C]
18.) 100 Scavenger, 50 Stone Thrower [193C] fights for 5 ~ 10 rounds
19.) 50 Scavenger, 50 Stone Thrower, 50 Guard Dog [157C] fights for 5 ~ 8 rounds
20.) 1 Skunk, 80 Stone Thrower, 100 Guard Dog [85R 65S 100E (85R)] vanquished in 2 rounds
[83R 167E (83R)] or [83R 137E 30Q (83R)] May look better on maximum losses, but aren't on average.
You may want to consult further Veteran-general-scripts made by [FWB]Hasmir at
This link (forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters)
© by Grow's Scripts Incorporated
Another addition is my swapseat version of
Motherly love
for veteran combat-generals
http://www.siedlertools.de/w/images/a/a7/Motherlove2.png
3030xp
http://img15.imageshack.us/img15/9219/sidvmotherlylootchance.jpg
1) 100 Petty officer 2nd class, 100 Gunman Do not attack
2) 100 Caltrop, 100 Petty officer 2nd class [205R 5S 40E (205R 5S)] or [162R 88Q (162R)] << player 1 veteran
Other solutions [225R 1M 24E (225R 1M) gets a good result on average,
and if you don't have Elites yet [230R 20M (230R)] is still good for an average loss of 205R.
T1) 100 Caltrop
T2) 200 Wolf
T3) 200 Wolf [50R 200E (50R)] << player 1 veteran
Attack Trap 3 straight away, and kill three in one, due to the interceptions (later called distractions).
The first wave will kill all the gunman and 8~10 Petty officers of the lower classes.
Depending on how many are actually hit, you may want to resilumate the 2nd suicide wave.
3a) 50 Petty officer 2nd class, 50 Gunman, 1 Wild Mary, 1 Crazy Cook [1:111C (111C)] << player 1 regular
3b) Depending on a lucky first wave either
in case of 42 officers: [2:30R 220C (30R 220C)]
in case of 41 officers: [2:30R 215C (30R 215C)]
in case of 40 officers: [2:30R 210C (30R 210C)] << player 2 veteran
3c) [3:50S 200XB (48S)] or [3:100R 4S 146Q (100R 4S)] << player 1 veteran
Expected maximum-losses for
player 1: [(255R 53S 111C)]
player 2: [(30R 220C)]
Total maximum losses:
[(285R 53S 331C)] with crossbow
[(342R 4S 331C)] with Quarterpounders heavy artillery.
Due to this unevenly losses it's best played in swapseatstyle.
Within 24 hours you could have obtained twice a Motherly loot,
and bring your army back on combatstrength.
Tactical map (http://img31.imageshack.us/img31/6954/motherlylove.png)
You may want to consult further Veteran-general-scripts made by [FWB]Hasmir at
This link (forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters)
© by Grow's Scripts Incorporated
Stealing from the Rich
for veteran combat-generals
http://www.siedlertools.de/w/images/9/99/Stealing_from_the_rich2.png
11870xp
http://img594.imageshack.us/img594/1582/stealingrewardchance.jpg
For playing this adventure i used Shandrogar's map (http://www7.pic-upload.de/20.03.12/ixsrmqzi5ph7.jpg)
Garrisons needed [770R, 160S or E, 242C]
Yes! No Bowmen, longbows or crossbows needed.
Maximum-loss for this script [(753R)], using Quarter pounder artillery saves you another 139R.
Maximum-loss for cannonneers [(614R)]
South-east region
T1) 40 Wolfs [40E]
T2) 100 Wolfs [5R 100E (5R)]
3) 30 D. Recruit, 40 D. Bowman [200C]
9) 40 D. Recruit, 30 D. Bowman Do not attack
We go now first attacking the centre region.
9) 65 D. Recruit, 85 D. Bowman [19R 1E 230C (19R)]
Central region
T4) 40 Wolfs [40E]
5) 80 D. Milita, 40 D. Longbowman Do not attack
5) 80 D. Longbowman, 20 D. Soldier Do not attack
5) 20 D. Elite Soldier, 20 D. Crossbowman, 20 D. Cannoneer, 1 Sir Robin [90R 160S & E (83R)] or [70R 90E 90Q (69R)]
5) 80 D. Milita, 40 D. Longbowman Do not attack
5) 80 D. Longbowman, 20 D. Soldier Do not attack
After opening up the centre leader-camp 9 of the south-east region can be taken down.
Middle South region
T8) 200 Wolfs possible to avoid, otherwise 13R 187S (13R) adding more E or S can't save the losses.
6 & 7) 15 D. Longbowman [95C]
Due to the Reinforcement of the watchtower you might make simulating errors here.
Adding more Cavalry isn't needed.
8) 50 D. Cavalry, 50 D. Longbowman, 50 D. Soldier, 1 Big Bertha [140R 110S & E (140R)]
The Bertha misfires easily in the many rounds, that this battle takes. Therefor the average loss is substancially lower.
And after mentioning those misfires; [100R 150Q (100R 1Q)] i doubt you can lose the cannonneer here.
North-east region
BB changed the map slightly in may 2012, but the attacks can still be made on these targets without running into the 150 wolvespack.
Just make sure your general is at the utmost northern location for his tent.
10) 60 D. Milita, 20 D. Longbowman [28R 1E 221C (28R)]
11) 40 D. Milita, 40 D. Longbowman [12R 1E 237C (12R)]
12) 40 D. Milita, 40 D. Cavalry, 1 Sir Robin [85R 165S & E (85R)] or [55R 20E 175Q (55R)]
Played 70R 40E 140Q myself, due to shortage of cannons.
North-West region
13) 20 D. Milita, 60 D. Longbowman [1E 230C]
If your timing is correct like indicated in Shandrogars picture on the lowerright, then a miracle happens.
By playing in his indicated style you avoid the wolvestrap. While the fight on camp 15 is going,
the leadercamp will be vanquished by the Veteran, that departed from position G6.
This is a pretty sight :)..losses for camp 14 none!
14) 40 D. Milita, 40 D. Longbowman [17R 1E 182C] Use a regular general and send him to camp15!
15) 40 D. Milita, 40 D. Longbowman, 1 Sir Robin [108R 142S & E (108R)] or [85R 165Q (80R)]
West-region
16) 85 D. Recruit, 65 D. Bowman [27R 1E 222C (27R)]
16) 40 D. Recruit, 30 D. Bowman Do not attack
16) 30 D. Recruit, 40 D. Bowman Do not attack
Middle-north region
17~20) 30 D. Longbowman [95C]
Attack the tower on the far right, you will be intercepted three time by the other towers,
but without any losses this fight is killing all deserter longbowmen in just one attack-wave.
21) 30 D. Cavalry, 40 D. Longbowman, 30 D. Soldier, 1 Sir Robin [106R 44S 100E (106R)]
Surprisingly a normal general with just 80 cannonneers gets a good result here; [120R 80Q (94R)]
22) 50 D. Longbowman, 50 D. Soldier, 1 Sir Robin [140R 10S 100E (140R)] or [115R 5E 130Q (111R)]
Traps to be voided:
They make an excellent target for the invited player
40 Wolfs
100 Wolfs
120 Wolfs [6R 120E (6R)]
150 Wolfs
160 Wolfs
200 Wolfs [12R 90E 148C (12R)]
160 Wolfs [9R 91E 100C (9R)]
140 Wolfs
120 Wolfs
100 Wolfs
40 Wolfs
40 Wolfs
200 Wolfs
Tactical map by Hasmir (img856.imageshack.us/img856/9978/stealinfromtherich4.jpg)
© by Grow's Scripts Incorporated
Majikrider
21.04.12, 12:08
There should be a sticky for all the combat guides because there a loads of stupid questions pushing guides like this way down the list. I tend to use a combination of 2 or 3 guides when I go on an adventure. Mainly because I usually fuch up at some stage.
There should be a sticky for all the combat guides because there a loads of stupid questions pushing guides like this way down the list. I tend to use a combination of 2 or 3 guides when I go on an adventure. Mainly because I usually fuch up at some stage.
I fully agree Majikrider.
Therefor i tried to make many a link available on my adventure-blog.
There should be a sticky for all the combat guides because there a loads of stupid questions pushing guides like this way down the list. I tend to use a combination of 2 or 3 guides when I go on an adventure. Mainly because I usually fuch up at some stage.
We started to plan project that we collect all adventures in same site like those smart germans (http://forum.diesiedleronline.de/threads/15345-SiedlerVision-Abenteuer?p=192361&viewfull=1#post192361) made before us. We only need bb approval to start this project. If we don't get permission, we outsource it somewhere else and past link somewhere here in the forum.
Original Developers and Ideas
dnarag1m Northisle
Hasmir Newfoundland
Killste Newfoundland
Tage Newfoundland
and currently we add guides about in same thread or web page
Hasmirs's adventure blog for Veteran fighters
[kaos] adventure guides - Veteran General & Xbows
Killste's guide to solo and multi-player adventures
Old Friends
for veteran combat-generals
http://www.siedlertools.de/w/images/2/21/Old_friends2.png
6810 xp
http://img707.imageshack.us/img707/747/sidvoldfriendslootchanc.jpg
Needed garrisons: [350R 80C 110S 100E 85XB]
Now you may wonder why the sortingorder of camps is differently.
But after placing your garrisons at the lower isle, you can attack from the rear and avoid
most of the camps. Afterall we just need to kill the leaders of the region.
camp 1) 100 Cultists, 50 Shadowsneakers, 20 Dancing Dervish [58R 192S (58R)] or block [1R (1R)]
camp 2) 50 Cultists, 1 Witch of the Swamp, 50 Dark Priest, 1 Dark High Priest [66R 40S 1E 64C 80XB (66R 40S)]
This block is playable. Put both garrisons to the far south of the southern island.
The regular blocking general to the left and the veteran to the right side.
When the blocker reaches the shoreline to cross the water, it's time to charge with the veteran.
If you don't mind losing Soldiers, then [62S 72C 116XB (61S)] might be your choice.
[66R 38S 1E 70C 75Q (66R 38S)] Using Quarterpounder artiellery here, doesn't bring much change.
Maybe you would choose here; [58S 65C 127Q (57S)]
camp x) 100 Cultists, 50 Shadowsneakers Do not attack
camp x) 70 Cultists, 50 Shadowsneakers, 10 Firedancers Do not attack
camp 3) 100 Cultists, 50 Dark Priests, 1 Dark High Priest [138R 1E 27C 84XB (138R)]
The quest is now finished, but you'd better not finish the adventure yet by clicking on the questbook.
You have to endure the flashing arrow for a while and pick up more xp by attacking leader-camp 4.
camp x) 80 Cultists, 50 Dark Priests Do not attack
camp x) 40 Cultists, 40 Dark Priests, 40 Shadowsneakers Do not attack
camp 4) 80 Cultists, 40 Shadowsneakers, 40 Firedancers [83R 67S 100E (83R)]
Maximum losses (345R 40S) without blocking.
Tactical map (img407.imageshack.us/img407/5643/oldfriends.png)
You may want to consult further Veteran-general-scripts made by [FWB] Hasmir at
This link (forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters)
© by Grow's Scripts Incorporated
Grow get yourself a decent mapmaker :P althoe your setups seem to be great many (,ike me) wont use em without a decent visual display.
ANd no taking someone elses map and having to skip between the two wont work.
Grow get yourself a decent mapmaker :P althoe your setups seem to be great many (,ike me) wont use em without a decent visual display.
ANd no taking someone elses map and having to skip between the two wont work.
All you have to do is click at
This link (forum.thesettlersonline.com/threads/17261-Hasmirs-s-adventure-blog-for-Veteran-fighters)
ooh so this topic is obsolete now? :P
ooh so this topic is obsolete now? :P
Ofcourse it isn't absolete.
It was time to review this suspicious looking
Blockingmap for VtV-veteran general (http://www10.pic-upload.de/12.03.12/mvki3vmyner.jpg)
Victor the Vicious
with veteran combat-general.
http://www.siedlertools.de/w/images/f/f1/Victor_the_vicious2.png
Victor the Vicious 27482xp
We start with replacing the garrisons to the southern peninsula.
Southern region
1.) 50 Thugs, 50 Guard Dogs, 50 Rangers [100R 100S 50E (90R)]
2.) 100 Rangers, 50 Roughnecks [36R 1E 190C 23XB (35R)] or [35R 1E 194C 20Q (35R)]
Now the first double-block pattern starts, hope you trained this at Outlaws before.
Option A Double-block
3.) 50 Guard Dogs, 100 Roughnecks [1S 98E 4C] fights 7~13 rounds
4.) 60 Guard Dogs, 50 Rangers, 50 Roughnecks [21E 145C] fights 5~11 rounds
5.) 1 One-eyed Bert, 100 Guard Dogs, 99 Roughnecks [166R 20M 64E (166R 20M)] vanquishes leader in 4~5 rounds
[125R 25E 100Q (124R)] Having a cannon or two vanquishes this Bert in just 2 rounds.
Option B: Single-block
3.) 50 Guard Dogs, 100 Roughnecks [120R 130E (120R)]
4.) 60 Guard Dogs, 50 Rangers, 50 Roughnecks [21E 145C] fights 5~11 rounds
5.) 1 One-eyed Bert, 100 Guard Dogs, 99 Roughnecks [166R 20M 64E (166R 20M)] vanquishes leader in 4~5 rounds
Option C: no blocking
3.) 50 Guard Dogs, 100 Roughnecks [120R 130E (120R)]
4.) 60 Guard Dogs, 50 Rangers, 50 Roughnecks [116R 134E (116R)]
5.) 1 One-eyed Bert, 100 Guard Dogs, 99 Roughnecks [166R 20M 64E (166R 20M)] or [176R 10M 4S 60E (176R 10M 3S)]
Central region
Another hazardous block-pattern, what was camp 7 and what was called camp 8?
Option A no blocking
7.) 50 Guard Dogs, 120 Roughnecks [165R 85E (164R)]
8.) 50 Rangers, 120 Roughnecks [110R 1E 69C 70XB (110R)]
9.) 1 One-eyed Bert, 50 Guard Dogs, 60 Rangers, 80 Roughnecks [1:60R 2:72R 1E 107C 70XB (132R)]
Option B Double block
Requires 132R 73S 110E 284C 70XB / saving 274R
7.) 50 Guard Dogs, 120 Roughnecks [58S 37E 98C] fights 7~12 rounds
8.) 50 Rangers, 120 Roughnecks [15S 72E 79C] fights 7~13 rounds
9.) 1 One-eyed Bert, 50 Guard Dogs, 60 Rangers, 80 Roughnecks [1:60R 2:72R 1E 107C 70XB (132R)]
Leadercamp will be vanquished 1 + 2 fightingrounds. The sheer speed of fighting by the Veteran,
makes the entire fight comparable to a required time of 2 full rounds of a regular general.
North-western region
1.) 50 Thugs, 50 Watchdogs, 50 Rangers Do not attack
2.) 100 Rangers, 50 Roughnecks Do not attack
3.) 50 Guard Dogs, 100 Roughnecks Do not attack
4.) 60 Guard Dogs, 50 Rangers, 50 Roughnecks Do not attack
5.) 50 Guard Dogs, 100 Roughnecks Do not attack
6.) 1 One-eyed Bert, 100 Guard Dogs, 99 Roughnecks [166R 20M 64E (166R 20M)] or [176R 10M 4S 60E (176R 10M 3S)]
According to the set-up given in the referencemap you could be losing an Elite, so we altered the garrison set-up here.
Without this advise guide, you could have lost many an Elite in worst case scenario's Nukar.
or having the Quarterpounder artillery makes life easy here: [125R 25E 100Q (124R)]
South-western region
1.) 50 Thugs, 50 Guard Dogs, 50 Rangers Do not attack
2.) 100 Rangers, 50 Roughnecks Do not attack
3.) 50 Guard Dogs, 100 Roughnecks Do not attack
4.) 60 Guard Dogs, 50 Rangers, 50 Roughnecks Do not attack
5.) 50 Guard Dogs, 100 Roughnecks Do not attack
6.) 1 One-eyed Bert, 100 Guard Dogs, 99 Roughnecks [166R 20M 64E (166R 20M)] or [176R 10M 4S 60E (176R 10M 3S)]
or [125R 25E 100Q (124R)]
Eastern region
Option A: no blocking
10.) 100 Rangers, 100 Roughnecks [119R 1E 95C 35XB (119R)]
11.) 100 Guard Dogs, 100 Roughnecks [147R 103E (146R)]
12.) 1 One-eyed Bert, 1 Skunk, 100 Guard Dogs, 90 Roughnecks [180R 5S 65E (180R 5S)]
Option B: Double-block
Requires 180R 93S 145E 150C / saving 265R
Timing these 8 seconds between the charge-orders might not be so easy.
So first attack camp 11 wait 8 seconds, send Veteran to the leader and right after it,
charge with the closest placed garrison on camp 10.
10.) 100 Rangers, 100 Roughnecks [45E 150C] fights 7~13 rounds
11.) 100 Watchdogs, 100 Roughnecks [89S 35E] fights 8~13 rounds
12.) 1 One-eyed Bert, 1 Skunk, 100 Watchdogs, 90 Roughnecks [180R 5S 65E (180R 5S)]
fighting this leadercamp requires 5~6 rounds, so it takes roughly 3 rounds-time compared to regulars.
[119R 1E 130Q (119R)] or [160R 90Q (119R)] both settings get roughly the same result, defeating the leadercamp in just 2 rounds.
Metal Tooths region
T1. 100 wolfs 5R 100S (5R)
T2. 150 wolfs Do not attack
T3. 200 wolfs Do not attack
Option A No block required
13.) 100 Rangers, 100 Roughnecks [119R 1E 95C 35XB (119R)]
14.) 100 Watchdogs, 100 Roughnecks Do not attack
15.) 1 Metal Tooth, 40 Watchdogs, 155 Roughnecks [1:40C 2:80S 170XB (79S 40C)]
Option B: Single-block + suicide-wave
saving 119R
13.) 100 Rangers, 100 Roughnecks [45E 150C] fights 7~13 rounds
14.) 100 Watchdogs, 100 Roughnecks Do not attack
15.) 1 Metal Tooth, 40 Watchdogs, 155 Roughnecks [1:40C 2:80S 170XB (79S 40C)]
or [19M 81S 150Q (19M 80S)] Cannonneers save the loss of cavalry, due to their better amount of hitpoints.
Top-east region
I prefer to attack this region form my G7-spot (http://img607.imageshack.us/img607/4447/vtvm.jpg). It avoids hazardous retreats.
The general finds a narrow passage through the woods between the rocks, when he charges from this G7 location.
16.) 40 Watchdogs, 80 rangers, 80 Roughnecks Do not attack
17.) 80 Watchdogs, 40 rangers, 80 Roughnecks [1:96R 2:57R 1E 145C 47XB (153R)] or [115R 135Q (115R)]
According to the map 95R was enough, but that could be leaving a Guard Dog.
18.) 1 Skunk, 100 Rangers, 80 Roughnecks [74R 1E 120C 55XB (74R)] or [68R 1E 128C 53Q (68R)]
Vanfanel and Camou306 suggested here 1:125R 125C 2:60S 50C 140XB,
but that could be entirely wrong if you follow it blindly. Your entire army could be wiped out!!
The first wave kills all the rangers and 64 scavengers at minimum.
Thus their worst-case scenario should have been 67S 1E 42C 140XB (125R 125C 67S)
Very instructive and all to clear: Resimulate yourself all guides before trusting any script or map.
Grow himself uses Asipak's simulator (http://settlersonlinesimulator.com/dso_kampfsimulator/en/)
And so Grow has cooked up his own set-up. According to the simulator the suicide wave will hold for minimum of 4 rounds
in which the cavalry gets many chances to get all those rangers and lot of the scavengers down. 66 scavengers at least.
19.) 1 Wild Mary, 2 Skunk, 100 Scavengers, 50 Rangers [1:117R 10M 123C 2:63S 2E 45C 140XB (117R 10M 123C 63S)]
or [1:130R 120C 2:24M 40S 60C 126Q (130R 24M 39S 120C)]
Direct link to tactical-map (dso-karten.de/index.php?site=articles&action=show&articlesID=672) for garrisons positions (New pathing).
Maximum losses for this script with cannonneers [(1074R 43M 119S 120C)]
You may want to consult further Veteran-general-scripts made by [FWB] Hasmir at
This link (forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters)
© by Grow's Scripts Incorporated
Wow very nice guidelines thank you mate
Reference maps
Jetro's version (img9.imageshack.us/img9/3326/sidvtraitors14vrlb.jpg)
Jetro-script in the presentation-style from SidV.
doctor bob's map (http://www.knightsofavalon.de/verraeter.jpg)
Traitors
with veteran combat-general.
http://www.siedlertools.de/w/images/2/27/Traitors2.png
8710xp
http://img714.imageshack.us/img714/4728/traitorsrewardchance.jpg
Garrisons needed: [880R 40B 140S or E 230C 140XB]
Starting with the short-version 2620xp;
Western region
1) 40 D. Militia, 60 D. Longbow Do not attack
2) 60 D. Militia, 60 D. Cavalry Do not attack
3) 80 D. Soldier Do not attack
4) 40 D. Soldier, 60 D. Longbow [22R 2E 226C (22R)]
Southern region
5) 60 D. Soldier, 60 D. Longbow [42R 1E 182C 25XB (42R)]
If you want to obtain the loot, you need to play this too:
6) 40 D. Militia, 40 D. Cavalry, 20 D. Soldier, 60 D. Longbow [115R 25S 110E (115R)]
Option A: no blocking
7) 60 D. Militia, 60 D. Cavalry, 60 D. Soldier [142R 108E (142R)]
8) 60 D. Soldier, 100 D. Longbow [59R 1E 190C (59R)]
A small improvement on Bob's setup 110R 140C, which could lose (61R).
Option B: block-pattern
saving 141R
7) 60 D. Militia, 60 D. Cavalry, 60 D. Soldier [1R (1R)]
8) 60 D. Soldier, 100 D. Longbow [59R 1E 190C (59R)]
North-east region
Option A: no blocking
9) 100 D. Soldier, 100 D. Longbow [129R 1E 80C 40XB (129R)]
10) 50 D. Cavalry, 150 D. Soldier [1: 200R 2:73R 1E 36C 140XB (273R)]
11) 60 D. Cavalry, 60 D. Soldier, 60 D. Longbow, 1 Big Bertha, 1 Sir Robin [1: 150R 40B 2:150S 100E (150R 40B 59S)]
Option B: single block pattern
saving 271R
9) 100 D. Soldier, 100 D. Longbow [129R 1E 80C 40XB (129R)]
10) 50 D. Cavalry, 150 D. Soldier [1: 1R 2:1R (2R)] or block with an ongoing fight [60C 46S 87E] fights 8~14 rounds
11) 60 D. Cavalry, 60 D. Soldier, 60 D. Longbow, 1 Big Bertha, 1 Sir Robin [1: 150R 40B 2:150S 100E (150R 40B 71S)]
Option C: Double block pattern
untested saving 338R 50LB
9) 100 D. Soldier, 100 D. Longbow [148C 52S] fights 7~14 rounds
10) 50 D. Cavalry, 150 D. Soldier [60C 46S 87E] fights 8~14 rounds
11) 60 D. Cavalry, 60 D. Soldier, 60 D. Longbow, 1 Big Bertha, 1 Sir Robin
[1: 150R 40B 2:150S 100E (150R 40B 71S)] vanquished in 2 + 7~8rounds, equals 6 rounds of regular generals.
You may want to consult further Veteran-general-scripts made by [FWB] Hasmir at
This link (forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters)
© by Grow's Scripts Incorporated
I have a question about the blocking instructions on Shandrogar's tactical map for Witch of the Swamp, which Grow cites as his source for a blocking tactic:
Witch of the Swamp
Not so many different maps for the Swampwitch were found
Shandrogar's version (http://www9.pic-upload.de/11.01.12/xmfmm6cxtbne.jpg)
....
camp 8) 80 Cultists 60 Dark Priests [1R (1R)] Following Shandrogars instruction, this block has never let me down.
Using Google Translate, I've been trying to figure out the blocking instructions:
Lager 9 kann (muss aber nicht) geblockt werden. Dadurch können insgesamt ca 50 R eingespart werden. Der General aus Garnison 5 wird dabel etwas früher abeschickt. In der Abbildung (links) ist der Moment des Angriffs durch den General der Garnison 4 dargestellt. Der blockende General befindet sich zu dem Zeitpunktan der oberen Spitze seiner Garnison.
I think Shandrogar is saying that the blocking general G5 should be sent earlier, and that G4 should be dispatched at the moment that G5 reaches the upper tip of his own garrison. Could a kind German speaker please either confirm or correct that? Many thanks.
The Dark Priests
with veteran combat-general.
http://www.siedlertools.de/w/images/7/78/The-dark-priests2.png
5975xp
http://img717.imageshack.us/img717/8756/priestrewardchances.jpg
Reference map (http://www.dso-karten.de/images/articles-pics/67_1337354592.jpg) made by MartiniOncle.
Needed garrison [350R 18B 250C 250S 150XB]
(327R 16B 17C) Soldiers can be substituted by Elites.
North-eastern regions
3) 20 Dark Priest, 60 Cultist [10R 1S 239C (10R)]
4) 25 Cultist, 25 Shadowsneaker, 30 Fanatic, 10 Firedancer [55R 195S (55R)]
5) 30 Shadowsneaker, 50 Fanatic, 10 Firedancer [1: 33R 2: 250C (33R)]
x) 40 Dark Priest, 30 Shadowsneaker Do not attack
6) 40 Dark Priest, 40 Cultist, 40 Shadowsneaker, 1 Dark High Priest [83R 18B 1S 148XB (83R 17B)]
or [83R 17B 1E 149XB (83R 16B)]
Central region
Don't take out the leader of this region untill the invited player has made his kill.
Option A: No block
1) 20 Thug, 10 Guard Dog [20R 230S (20R)]
2) 20 Thug, 20 Ranger, 20 Guard Dog, 1 Skunk [39R 211S (39R)]
Option B: Blocking
saving 20R
The veteran can charge slightly earlier than indicated in the map.
Before the blocking general reaches the muddy zone, the veteran can depart.
1) 20 Thug, 10 Guard Dog [17S] fights for 4~9 rounds or [16E] fights for 5~8 rounds
2) 20 Thug, 20 Ranger, 20 Guard Dog, 1 Skunk [39R 211S (39R)] vanquished in 1 round.
x) 10 Thug, 15 Guard Dog Do not attack
x) 15 Stone Thrower, 10 Thug On this camp the swapseater often takes his kill for which he needs minimal 93C.
x) 15 Stone Thrower, 10 Thug Do not attack
x) 20 Thug, 10 Ranger Do not attack
Western region
7) 40 Dark Priest, 30 Cultist [250C]
8) 30 Dark Priest, 30 Shadowsneaker [32R 218S (32R)]
9) 30 Cultist, 20 Shadowsneaker, 10 Firedancer [27R 223S (27R)]
10) 30 Dark Priest, 40 Cultist, 20 Shadowsneaker, 1 Swamp Witch [48R 110C 1E 91XB (48R 17C)]
Avoidable Traps:
T1 50 Wolfs
T2 50 Wolfs
T3 40 Wolfs
T4 30 Wolfs
You may want to consult further Veteran-general-scripts made by [FWB] Hasmir at
This link (forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters)
© by Grow's Scripts Incorporated
I think Shandrogar is saying that the blocking general G5 should be sent earlier, and that G4 should be dispatched at the moment that G5 reaches the upper tip of his own garrison. Could a kind German speaker please either confirm or correct that? Many thanks.
Yes Winterset that is correct.
Oh thanks Grow. For some reason I thought you were no longer active in the forum, otherwise I would have addressed the question to you directly. I think I must have got you confused with SidV. Cheers.
PS given that you'd actually posted before me today in this thread, all I can say is that I really wasn't paying attention. :-/
Thanks for your interesting and useful guides!!
The Island of the Pirates
with veteran combat-general.
http://www.siedlertools.de/w/images/0/06/Island_of_the_pirates2.png
2752xp
http://img841.imageshack.us/img841/6861/piratesrewardchances.jpg
Hasmir's map (img838.imageshack.us/img838/8114/islandofpirates1.png)
Garrisons needed: [550R 250C 200S 66XB]
1) 100 Deckscrubber, 50 Gunman [1S 249C]
Option A: no block
2) 50 Caltrop, 100 Deckscrubber [150R 100S (43R)]
3) 50 Caltrop, 50 Gunman, 100 Saber-rattler [150R 100S (75R)]
Option B: single block
saving 43R
2) 50 Caltrop, 100 Deckscrubber [52S] fights 5~11 rounds or [45E] fights 6~11 rounds
3) 50 Caltrop, 50 Gunman, 100 Saber-rattler [150R 100S (75R)] vanquished in 1 round
Hasmir's tight setting might lose a soldier in rare cases.
4) 60 Deckscrubber, 60 Knifethrower, 60 Caltrop [150R 100S (52R)]
Option A: no block
5) 40 Caltrop, 40 Saber-rattler, 40 Gunman [52R 198S (52R)]
6) 80 Caltrop, 2 Petty officer 2nd class, 80 Saber-rattler [50R 200S (48R)]
Option B: single block
saving 52R
Due to changes in the adventure you might not be able to position like Hasmir's map.
Place your veteran between the trees, where camp 3 used to be to the most leftside position.
The blocking general to the right side of the veteran. After this positioning it's getting the correct timing.
When the blocker reaches the signpost at the shoreline, you can charge with the veteran for the leadercamp.
5) 40 Caltrop, 40 Saber-rattler, 40 Gunman [46E] fights 5~8 rounds
6) 80 Caltrop, 2 Petty officer 2nd class, 80 Saber-rattler [50R 200S (48R)] vanquished in 1 round
7) 90 Caltrop, 90 Saber-rattler [53R 197S (53R)]
Here i prefer to charge the trap first. So i will be intercepted by the camp 8a first.
[80R 170S]
8a) 100 Deckscrubber, 30 Caltrop, 40 Gunman [(58R)]
8b) 100 Caltrop (trap) [(22R)]
Option A: no block
9) 100 Caltrop, 70 Saber-rattler [50R 200S (48R)]
10) 10 Petty officer 2nd class, 1 Crazy Cook, 70 Gunman, 100 Saber-rattler [1: 114R 2: 6R 1S 177C 66XB (120R)]
Option B: single block
saving 48R
9) 100 Caltrop, 70 Saber-rattler [54E] fights 6~12 rounds
10) 10 Petty officer 2nd class, 1 Crazy Cook, 70 Gunman, 100 Saber-rattler [100R 150Q (98R)] vanquished in 1 or 2 rounds.
Shandrogars blocking map (http://www.dso-karten.de/images/articles-pics/199_1335306218.jpg) shows the correct position of the blocking general.
When the blocker has reached the fishermans cabin between the tavern and the ship in the harbor, it's time do the crazy cook in.
Maximum losses for the blocking [(406R)]
without blocking [(549R)]
You may want to consult further Veteran-general-scripts made by [FWB] Hasmir at
This link (forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters)
© by Grow's Scripts Incorporated
Horseback
for veteran combat-generals
http://www.siedlertools.de/w/images/a/a1/Horseback2.png
7230 xp
http://img12.imageshack.us/img12/3273/horesbackrewardchances.jpg
Garrisons needed: [480R 90B 180S & E 215XB] or [420R 60S 120E 140Q]
First we replace our garrison to the west side of the map. From there we can make easier passages to the leadercamps.
West region
First camp to attack is the southern one in this region, since it hampers us to reach the leader of the South-west region.
1) 70 Nomad, 40 Lance Rider [70R 60S 120E (47R)]
x) 70 Nomad, 40 Lance Rider Do not attack
Before we can finish this region, we need to deal with the leaders of the South-west- and Central-region.
Option A: No blocking
4) 70 Nomad, 40 Riding Amazonian [70R 60S 120E (69R)]
5) 90 Riding Amazonian, 10 Uproarious Bull [21R 90B 139XB (21R 90B)] or [110R 140Q (107R)]
For those without crossbows; [27R 90B 133LB (27R 90B)]
Option B: Blocking
saving 68R
4) 70 Nomad, 40 Riding Amazonian [1R (1R)]
5) 90 Riding Amazonian, 10 Uproarious Bull [21R 90B 139XB (21R 90B)] or [110R 140Q (107R)]
South-west region
After dealing with camp1, the leader of this region can be attacked.
2) 70 Nomad, 20 Cataphract [70R 60S 120E (47R)]
x) 50 Nomad, 10 Riding Amazonian Do not attack
Central region
x) 40 Riding Bowman Do not attack
x) 40 Nomad, 40 Composite Bow Do not attack
x) 40 Nomad, 40 Lance Rider Do not attack
x) 40 Riding Amazonian Do not attack
3) 60 Nomad, 40 Lance Rider, 60 Composite Bow [70R 60S 120E (43R)]
x) 30 Nomad, 30 Lance Rider Do not attack
North-west region
6) 80 Lance Rider, 120 Composite Bow [70R 60S 120E (40R)]
x) 60 Lance Rider Do not attack
Northern region
x) 70 Nomad Do not attack
x) 40 Nomad, 40 Composite Bow Do not attack
7) 90 Nomad, 90 Composite Bow [36R 1E 213XB (36R)]
For those that don't have Elites or enough crossbowmen
bringing in some Cavalry. It helps here [36R 1S 103C 110LB (36R)].
South-east region
Option A: No blocking
8) 30 Riding Amazionian, 40 Riding Bowmen [70R 60S 120E (69R)]
9) 60 Nomad, 75 Riding Bowmen [100R 50S 100E (96R)]
OptionB: Blocking
saving 68R
8) 30 Riding Amazionian, 40 Riding Bowmen [1R (1R)]
9) 60 Nomad, 75 Riding Bowmen [100R 50S 100E (96R)]
x) 30 Nomad, 70 Lance Rider Do not attack
Maximum losses
non-block version [(468R 90B)]
blockingversion [(332R 90B)]
or [(417R)] using the Quarter pounder artillery, also called Cannoneers.
You may want to consult further Veteran-general-scripts made by [FWB] Hasmir at
This link (forum.thesettlersonline.com/threads/17261-FWB-Hasmirs-s-adventure-blog-for-Veteran-fighters)
© by Grow's Scripts Incorporated
The Black Knights
with veteran combat-general.
http://www.siedlertools.de/w/images/6/6c/The_black_knights2.png
28175xp
http://img88.imageshack.us/img88/2204/sidvknightsloot.jpg
Reviewing Hasmir's Black Knights (http://img17.imageshack.us/img17/6784/blackknights211.png)
Garrisons needed for crossbows [1300R 10M 50S 130E 130C 120XB]
Maximum losses [(1280R 10M 2S)]
Garrisons needed for cannonneers [1060R 130E 170C 120XB 130Q]
Maximum losses [(1010R)] (playing 3 blocks)
South West region
To attack this region the garrisons need to be put into the far South-east.
Shandrogars tactikmap (http://www7.pic-upload.de/20.03.12/j33ge8dek4vf.jpg) shows the correct procedure to make some nice blocks here.
x) 100 D. Militia, 100 D. Longbowman Do not attack
x) 100 D. Bowman, 100 D. Soldier Do not attack
1) 100 D. Militia, 100 D. Cavalry [97E]
2) 60 D. Cavalry, 60 D. Longbowman, 60 D. Elite Soldier, 10 D. Cannoneer [1:72R 2:52R 1S 80C 117XB (124R)]
[131R 119Q (121R)] Might not look like much, but the chance that the battles makes it to the 2nd round is rather slim.
Average loss just 110R here.
North West region
x) 100 D. Militia, 100 D. Longbowman Do not attack
x) 100 D. Bowman, 100 D. Soldier Do not attack
x) 100 D. Militia, 100 D. Cavalry Do not attack
This camp 7 should be attacked from the position where camp 1 used to be.
Then the general swirls nicely around the mountainrange avoiding all other camps
7) 60 D. Cavalry, 60 D. Longbowman, 60 D. Elite Soldier, 10 D. Cannoneer [1:72R 2:52R 1S 80C 117XB (124R)]
or [131R 119Q (121R)]
South East region
x) 100 D. Militia, 100 D. Longbowman Do not attack
x) 100 D. Bowman, 100 D. Soldier Do not attack
3) 100 D. Militia, 100 D. Cavalry [97E]
4) 60 D. Cavalry, 60 D. Longbowman, 60 D. Elite Soldier, 10 D. Cannoneer [1:72R 2:52R 1S 80C 117XB (124R)]
or [131R 119Q (121R)]
Central region
Best is to skip these central camps for a while, and save them for last.
It makes life for the invites a lot easier
x) 60 D. Elite Soldier, 60 D. Crossbowman Do not attack
x) 60 D. Elite Soldier, 60 D. Crossbowman This is the camp, where invites can make their kill with just 1R.
5) 60 D. Elite Soldier, 60 D. Crossbowman [49R 1E 127C 73XB (49R)] or [46R 1E 167C 36Q (46R)]
6) 1 Sir Robin, 50 D. Cavalry, 50 D. Elite Soldier, 50 D. Crossbowman [1:110R 2: 150R 100E (260R)] or
[135R 115Q (134R)] The firepower of the Quarterpound artillery saves many a loss here.
Central North region
x) 60 D. Longbowman, 60 D. Elite Soldier, 10 D. Cannoneer Do not attack
x) 100 D. Militia, 60 D. Cavalry, 40 D. Crossbowman Do not attack
x) 140 D. Longbowman, 30 D. Elite Soldier Do not attack
8) 60 D. Elite Soldier, 60 D. Crossbowman, 20 D. Cannoneer
[57R 1E 75C 117XB (57R 1E)] Chance of losing the Elite is to slim ever happen.
North East region
Attacks on this region are made from the south-east corner. Position your veteran close to the ruins at the right side to avoid interceptions.
You will clear the passage in the narrow canyon in the north-east and attack the Bertha from that spot. Long walks for the veteran.
x) 90 D. Cavalry, 90 D. Elite Soldier Do not attack
x) 100 D. Militia, 90 D. Elite Soldier Do not attack
x) 110 D. Soldier, 25 D. Cannoneer Do not attack
9) 80 D. Soldier, 80 D. Crossbowman [66R 1E 125C 58XB (66R)] or [66R 1E 135C 48Q (66R)]
10) 100 D. Cavalry, 100 D. Crossbowman [120R 130E (120R)]
11) 100 D. Soldier, 75 D. Crossbowman [[93R 1E 92C 64XB (93R)] or [89R 1E 90C 70Q (89R)]
12) 50 D. Longbowman, 100 D. Elite Soldier [114R 1E 61C 74XB (114R)] or [85R 70C 95Q (85R)]
13) 1 Big Bertha, 50 D. Elite Soldier, 50 D. Crossbowman, 25 D. Cannoneer [150R 10M 2S 88E (150R 10M 2S)]
or [140R 1E 109Q (135R)] which defeats the Big Bertha in just 4 rounds and an average loss of just 125R.
Due to this minimal rounds a new block-pattern emerges;
Blocking on Northern Castle (http://www.dso-karten.de/images/articles-pics/177_1335226090.jpg)
Image G3 on the right side shows how it's done.
saving 85R
12) 50 D. Longbowman, 100 D. Elite Soldier [58E 138C] fights for 7 ~ 14 rounds
13) 1 Big Bertha, 50 D. Elite Soldier, 50 D. Crossbowman, 25 D. Cannoneer [140R 1E 109Q (135R)] Vanquishes leader in 4 rounds
The Dark Brotherhood
with veteran combat-general.
http://www.siedlertools.de/w/images/a/a8/The_dark_brotherhood2.png
51978xp
http://img708.imageshack.us/img708/5892/sidvbrotherhoodlootchan.jpg
Now this is going to be a hell of an adventure, luckily i have some reliable friends, who aren't scared of losing some 400C each!
Luckily i found a short-version map. Schobbob's map (http://1.bp.blogspot.com/-ilFE6Pte1rg/T609uJnK9OI/AAAAAAAAAQA/9L6h1g5LTMU/s1600/The+Dark+Brotherhood+250.png) Bold numbering for short-version ~20oooxp.
After arrival the garrisons need to make a long walk to the North-west landingzone.
From there we clear a road towards that single leadercamp North-east of the central stronghold.
North-west region A
1 1) 100 Cultist, 100 Fanatic [108R 2E 140C (108R)]
x 2) 100 Cultist, 100 Shadowsneaker skip this leadercamp
Blockers can try:
1) 100 Cultist, 100 Fanatic [125E] fights for 3~5 rounds
2) 100 Cultist, 100 Shadowsneaker [58R 2E 190Q (58R)] vanquished in 1 round
North-west region B
2 3) 80 Cultist, 40 Shadowsneaker, 80 Fanatic
[40R 100B 110XB (40R 98B)] or [141R 109E (141R)] and a very slim chance of losing an Elite.
x 4) 80 Cultist, 40 Dark Priest, 40 Shadowsneaker, 40 Fanatic skip this leadercamp
North-west region C
3 5) 200 Cultist [99R 2E 149XB (99R)]
x 6) 80 Dark Priest, 120 Cultist skip this leadercamp
North-west region D
x 7) 100 Dark Priest, 50 Cultist, 50 Shadowsneaker skip this leadercamp
Central region
Attack on camp 4 is initiated by charging for camp 5, after that you should press the retreat-button
4 17) 75 Dark Priest, 125 Shadowsneaker [85R 35S 130E (85R)]
x 18) 70 Dark Priest, 60 Cultist, 70 Shadowsneaker
x 19) 150 Dark Priest, 50 Shadowsneaker
x 20) 50 Cultist, 50 Dark Priest, 50 Shadowsneaker, 50 Fanatic
Before continuing in this region,the single leadercamp to the North-east has to be taken out.
6 22) 50 Cultist, 100 Shadowsneaker, 50 Firedancer [94R 26S 130E (94R)]
7 21) 140 Dark Priest, 60 Cultist [1:125B 2:250C (125B)]
x 23) 50 Cultist, 100 Dark Priest, 1 Dark High Priest, 49 Shadowsneaker
North-east of Central region A
5 10) 80 Cultist, 120 Shadowsneaker [50R 70S 130E (50R)]
After clearing this camp, the veteran can be repositioned to the newly free zone.
Far South-east region
x 24) 66 Cultist, 66 Dark Priest, 1 Swamp Witch, 66 Firedancer
8 25) 66 Dark Priest, 66 Cultist, 66 Shadowsneaker [120R 130E (120R)] or [31R 100B 119XB (31R 97B)]
x 26) 66 Dark Priest, 66 Cultist, 66 Firedancer
x 27) 66 Cultist, 2 Dark High Priest, 66 Dancing Dervish, 66 Firedancer
And then this last camp is a real crime, many waves of 200C or 250C needed to get those Dancing Dervishes and companions down.
9 28) 66 Shadowsneaker, 2 Night Spawn, 66 Dancing Dervish, 66 Firedancer
[1: 200C 2: 200C 3: 200C 4: 200C 5:200C] after these 5 suicide waves one should count how many Cavalry still is needed
to isolate the Night spawns. Last wave will be: [6:??C 7:150S 100E (150S)]
Optional there are some more regions, which could bring nice xp.
North-east of Central region B 3660xp
7) 60 Dark Priest, 70 Cultist, 70 Shadowsneaker
8) 120 Dark Priest, 80 Cultist
9) 150 Dark Priest, 50 Cultist [1:80B 2:50R 200C (50R 80B)]
South of Central region 3200xp
This region is accesable after defeating camp 9 of the shortversion.
By repositioning the garrisons to the former witchtower-region, they can be attacked.
8) 120 Dark Priest, 80 Cultist
9) 100 Dark Priest, 100 Cultist
10) 100 Cultist, 100 Shadowsneaker [70R 60S 120E (59R)]
South of Central Westside region 2710xp
Accessable after defeating the previously mentioned region.
5) 200 Cultist
6) 80 Dark Priest, 120 Cultist
7) 60 Dark Priest, 70 Cultist, 70 Shadowsneaker [119R 1S 130E (119R)]
Various regions
2) 100 Cultist, 100 Shadowsneaker [70R 60S 120E (59R)]
4) 80 Cultist, 40 Dark Priest, 40 Shadowsneaker, 40 Fanatic
[40R 99B 111XB (40R 98B)] or [150R 1S 99E (150R)] and a very slim chance of losing the Soldier.
6) 80 Dark Priest, 120 Cultist [108R 1S 4E 137C (108R 1S)] if you would lose the Soldier here, you must be very lucky in love.
11) 200 Cultist
12) 100 Cultist, 100 Fanatic
13) 200 Cultist
14) 200 Cultist
15) 120 Cultist, 80 Fanatic
16) 200 Cultist
Sons of the Veld
with veteran combat-general.
http://www.siedlertools.de/w/images/4/43/Sons_of_the_veld2.png
33440xp
http://img4.imageshack.us/img4/2107/sidvsonsrewardchance.jpg
Working out garrisons positions for this map might not be so easy due to the "path-finding" change BB has made.
South-west region
camp 1) 80 Stone Thrower, 80 Thug [56R 2M 160C 32Q (56R 2M)]
camp x) 160 Thug Do not attack
camp x) 200 Guard Dog Do not attack
First block pattern:
saving 38R
Taking out this leader first is important, else the ungoing fight in the Second block pattern won't work.
camp 4) 100 Scavenger, 80 Ranger [39R 1E 185C 24XB (39R)] or block [1R (1R)]
camp 5) 1 One-Eyed Bert, 80 Stone Thrower, 50 Thug, 50 Guard Dog [132R 4M 2E 112Q (132R 4M)] vanquished in 2 rounds
Second block pattern:
Grow rather blocks here with an ungoing battle than at camp 4.
camp 2) 80 Guard Dog, 80 Ranger [83E] blocking-battle fights for 3~50 rounds (6.47average) else [80R 40S 130E (80R)]
camp 3) 2 Skunk, 100 Thug, 80 Ranger [84R 2M 1E 104C 59XB (84R 2M)] vanquished in 3 rounds
South-east region
camp x) 100 Thug, 80 Guard Dog Do not attack
camp x) 100 Guard Dog, 80 Ranger Do not attack
camp 6) 80 Stone Thrower, 50 Roughneck [32R 1E 202C 15XB (32R)]
camp 7) 1 Metal Toothed, 60 Guard Dog, 60 Ranger, 60 Roughneck [1:60C 2:101R 1E 76C 72XB (60C 101R)]
camp x) 100 Guard Dog, 50 Roughneck Do not attack
camp xx) 55 Guard Dog, 55 Ranger, 55 Roughneck Do not attack
camp 8) 80 Ranger, 50 Roughneck [33R 1E 200C 16XB (33R)]
camp 9) 1 One-Eyed Bert, 1 Skunk, 50 Ranger, 50 Roughneck [50R 1E 85C 114XB (50R)]
Before we can finish this region, the eastern region controled by Chuck needs to be taken care off
camp 14) 2 One-Eyed Bert, 1 Skunk, 50 Guard Dog, 50 Roughneck [110R 10S 130E (110R 1S)] or [86R 2M 12E 150Q (86R)]
Eastern region
camp xx) 150 Roughneck Do not attack
camp xx) 150 Roughneck Do not attack
camp 10) 150 Roughneck [130R 1E 119XB (130R)] or [120R 130Q (120R]
Third block-pattern:
camp 11) 100 Ranger, 100 Roughneck [20M 40S 140C] blocking-battle fights for 7~14 rounds
camp 12) 100 Guard Dog, 100 Roughneck [114E] blocking-battle fights for 7~14 rounds
camp 13) 1 Chuck, 50 Guard Dog, 60 Ranger, 70 Roughneck
[10M 40S 100C 100XB (10M 40S 73C)] best solution?
[10R 121S 1E 118Q (10R 121S)]vanquished in 2 rounds Loss 106~121S, average 113.43S
[1:50C 2:112R 2M 1E 54C 81XB (50C 112R 2M)] x battles lasts 1round + 2 rounds for the veteran average 103R +50C
Western region
camp 17) 80 Thug, 80 Ranger [50R 20E 160C 20XB (49R)]
camp 18) 100 Scavenger, 100 Guard Dog [70R 180E (65R)]
camp 19) 50 Thug, 100 Guard Dog, 60 Ranger [170R 80E (129R)]
camp 20) 100 Thug, 80 Guard Dog, 40 Ranger [55E 140C] blocking-battle fights for 5~11 rounds
camp 21) 1 Metal Toothed, 50 Guard Dog, 80 Ranger, 50 Roughneck [1:50C 2:84R 1E 100C 65XB (84R 50C)]
North western region
camp xx) 80 Stone Thrower, 80 Thug Do not attack 57R 1E 162C 30XB (57R)
camp 23) 1 One-Eyed Bert, 80 Stone Thrower, 50 Thug, 50 Guard Dog [138R 82E 30Q (138R)]
camp xx) 100 Scavenger, 80 Ranger Do not attack 40R 1E 190C 19XB (40R)
camp 28) 1 One-Eyed Bert, 1 Skunk, 60 Thug, 60 Guard Dog [90R 160Q (88R)] vanquished in 2 rounds
camp xx) 200 Guard Dog Do not attack 250R (40R)
camp 22) 160 Thug [129R 1E 120XB (129R)] or [123R 1E 126Q (123R)]
camp 27) 80 Guard Dog, 80 Ranger [110R 140E (71R)] or block with [83E] blocking-battle fights for 3~50 rounds (6.47average)
Before we can take out leadercamp 25, we need to dispose of camp 24. Or block?
camp 25) 2 Skunk, 100 Thug, 80 Ranger [84R 1E 101C 64XB (84R)]
North eastern region
camp 24) 100 Guard Dog, 80 Ranger [90R 160E (76R)] possibly blocked to strike camp 25
camp 26) 1 Metal Toothed, 60 Guard Dog, 60 Ranger, 60 Roughneck [1:60C 2:99R 1E 85C 65Q (99R 60C)]
camp 15) 1 One-Eyed Bert, 1 Skunk, 50 Ranger, 50 Roughneck [50R 1E 85C 114XB (50R)]
camp 16) 2 One-Eyed Bert, 1 Skunk, 50 Guard Dog, 50 Roughneck [110R 140E (95R)]
camp xx) 100 Guard Dog, 50 Roughneck Do not attack
camp xx) 55 Guard Dog, 55 Ranger, 55 Roughneck Do not attack
camp xx) 100 Thug, 80 Guard Dog Do not attack
camp xx) 80 Stone Thrower, 50 Roughneck Do not attack
camp xx) 80 Ranger, 50 Roughneck Do not attack
European Football Matches
for veteran combat-generals
Spreadsheet (http://docs.google.com/spreadsheet/ccc?key=0Ait84OXc3XzNdHFMdzM4LUtGZGRWTF8xQ19uR2VRS nc#gid=5)
for corresponding campnumbers, we used
Bobguides (http://bobguides-en.blogspot.de/p/ec-matches-250.html)
Now go make that GOAAAAAAAAALLLLLLLLLLL
For those that lack Elites, substituting them by regular Soldiers might work too.
Roaring Bull
with veteran combat-general.
http://img716.imageshack.us/img716/9730/roaringbull2.png
37580xp
Reviewing Blebekblebek's map (http://i.imgur.com/msRs9.jpg)
Loot-accuracy not correct for slot 6. 0.5% missing there.
http://i.imgur.com/UW5bU.png
Garrissons needed for short-version, good for 17660xp [715R 320B 150E 130C 90XB 115Q (702R 320B)]
Bold numbering for attack-order short-version.
North-west region
camp 1) 120 Nomad, 80 Composite bowmen [46R 204E (46R)] or [47R 140E 63XB (47R)]
camp x) 40 Lance rider, 120 Nomad, 30 Composite bowmen
camp x) 50 Lance rider, 50 Nomad, 60 Riding Amazonion Guard
camp x) 80 Lance rider, 80 Riding Bowman
camp x) 80 Nomad, 100 Riding Bowman
Mid-north region
camp x) 50 Nomad, 150 Riding Bowman
camp x) 60 Nomad, 40 Cataphract, 70 Riding Amazonian Guards
camp x) 100 Nomad, 90 Riding Amazonian Guards
camp x) 50 Lance rider, 60 Nomad, 80 Riding Amazonian Guards
camp x) 100 Lance rider, 100 Riding Bowmen
North-east region
camp x) 120 Nomad, 80 Lance rider
camp x) 50 Lance rider, 50 Nomad, 80 Riding Bowmen
camp x) 80 Lance Rider, 60 Riding Amazonian Guards, 40 Riding Bowmen
camp x) 150 Nomad, 50 Composite bowmen
camp x) 100 Nomad, 60 Riding Bowmen
camp x) 80 Nomad, 120 Composite bowmen
Central region
camp 2) 60 Lance rider, 90 Nomad, 50 Cataphract [161R 1E 88Q (161R)]
camp x) 90 Lance rider, 100 Cataphract
The postioning of the garrisons can no longer be copied from the provided map. So i had put the blocking general
near to the gateway and the veteran in the utmost leftside of the ruins. Veteran was launched first and immediately afterwards the blocker.
witchtower 8) 100 Lance rider, 70 Nomad, 30 Cataphract, 1 Uproarious Bull [144R 106Q (143R)] vanquished in 2 rounds.
camp 7) 110 Nomad, 40 Riding Amazonian Guards, 50 Cataphract [150E] fighting for 4~8 rounds.
South-west region
camp x) 100 Nomad, 100 Composite bowman Easy nearby camp ideal for the lootspottaker, who just needs 1R.
camp x) 100 Nomad, 100 Riding Bowman
camp x) 50 Lance rider, 80 Nomad, 70 Riding Bowmen
optional attacks scoring 3320xp
camp x) 30 Lance rider, 100 Nomad, 50 Composit bowman [54R 56S 140E (54R)]
camp x) 70 Lance rider, 20 Riding Amazonian Guards, 80 Riding Bowman [180R 10M 60Q (180R 10M)]
Mid-south region
camp x) 40 Lance rider, 80 Nomad, 80 Riding Bowman
camp x) 80 Lance rider, 120 Riding Bowman
camp x) 70 Lance rider, 80 Nomad, 40 Riding Amazonian Guard
camp x) 80 Lance rider, 50 Nomad, 50 Cataphract
camp x) 70 Lance rider, 80 Riding Amazonian Guard. 40 Cataphract
Cross ruins region
camp x) 40 Cultist, 60 Dark Priest, 100 Firedancer
camp 3) 100 Cultist, 100 Firedancer [50R 100B 1XB 99Q (50R 100B)]
witchtower 5) 80 Cultist, 120 Firedancer [40R 120B 90Q (40R 120B)]
camp 4) 70 Cultist, 50 Shadowsneaker, 80 Firedancer [36R 100B 1XB 113Q (36R 100B)]
camp x) 100 Cultist, 20 Dark Priest, 80 Shadowsneaker
South-east ruins region
camp x) 100 Cultist, 40 Shadowsneaker, 60 Firedancer
camp x) 150 Cultist, 50 Firedancer
witchtower 6) 80 Cultist, 50 Shadowsneaker, 1Dark High Priest, 70 Firedancer [1:200R 2:30R 1E 129C 90XB (225R)]
or [1: 216R 2:1E 54C 195XB (216R)] Involving a wounded veteran general. Looks better on max.loss, but on average it hardly matters.
Is there a guide for Sons of the Veld? There is no link in the post above!
Is there a guide for Sons of the Veld?
Just happened to post my version of it tonight... here (http://forum.thesettlersonline.com/threads/16332-Killste-Collected-Adventure-Guides-by-Various-Authors?p=189546&viewfull=1#post189546). :)
Just happened to post my version of it tonight...
You were probably drunk once more, since i overheard people noticing various errors in your script.
Publishing is a serious matter, you'd rather wait a couple of days before writing utter nonsense. :)
You were probably drunk once more
Yeah I know, but I love my diet coke... :)
since i overheard people noticing various errors in your script.
Someone (maybe it was you?) must have replaced my letter C with a letter S on my keyboard... ;)
Publishing is a serious matter, you'd rather wait a couple of days before writing utter nonsense. :)
I think I've waited too long... already started to forget what this was all about... :D
Since the new pathing some garrison-positions are altered,
but in general the units remain the same to fight the battles.
So be carefull out there these scripts are just a guideline, no garnatees can be given.
Good luck.
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