ooh so this topic is obsolete now? :P
ooh so this topic is obsolete now? :P
Nevermind I give up
Ofcourse it isn't absolete.
It was time to review this suspicious looking
Blockingmap for VtV-veteran general
Victor the Vicious
with veteran combat-general.
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. 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
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 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
© by Grow's Scripts Incorporated
Last edited by Grow; 19.08.12 at 11:15.
Wow very nice guidelines thank you mate
Reference maps
Jetro's version
Jetro-script in the presentation-style from SidV.
doctor bob's map
Traitors
with veteran combat-general.
8710xp
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
© by Grow's Scripts Incorporated
Last edited by Grow; 22.06.12 at 17:08.
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:
Using Google Translate, I've been trying to figure out the blocking instructions:
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.Originally Posted by Shandrogar
The Dark Priests
with veteran combat-general.
5975xp
Reference map 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
© by Grow's Scripts Incorporated
Last edited by Grow; 27.06.12 at 09:22.
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!!
Last edited by Winterset; 29.04.12 at 15:47.
The Island of the Pirates
with veteran combat-general.
2752xp
Hasmir's map
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 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
© by Grow's Scripts Incorporated
Last edited by Grow; 25.06.12 at 09:24.
Horseback
for veteran combat-generals
7230 xp
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
© by Grow's Scripts Incorporated
Last edited by Grow; 01.07.12 at 05:17.