Outlaws
with veteran combat-general.
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
Very slow-loadingpage of PoppiPopps
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
Reviewing Hasmir's Outlaws
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
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
© by Grow's Scripts Incorporated
Last edited by Grow; 15.06.12 at 14:49.
Another addition is my swapseat version of
Motherly love
for veteran combat-generals
3030xp
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
You may want to consult further Veteran-general-scripts made by [FWB]Hasmir at
This link
© by Grow's Scripts Incorporated
Last edited by Grow; 10.06.12 at 08:05.
Stealing from the Rich
for veteran combat-generals
11870xp
For playing this adventure i used Shandrogar's map
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
© by Grow's Scripts Incorporated
Last edited by Grow; 05.08.12 at 14:49.
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 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
Last edited by Killste; 21.04.12 at 20:19.
Old Friends
for veteran combat-generals
6810 xp
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
You may want to consult further Veteran-general-scripts made by [FWB] Hasmir at
This link
© by Grow's Scripts Incorporated
Last edited by Grow; 12.06.12 at 17:28.
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.
Nevermind I give up
All you have to do is click at
This link
Last edited by Grow; 03.05.12 at 03:54.