General info about generals:

Last update: 27 februari 2014

Types of generals:

Basic properties of each general:

The normal general (nG):

The Battle Hardened General (BHG):

The Veteran:

The Grimm Reaper (GR):

General Stronghelmet (GS):

General Log (GL):

Quartermaster General (MG):

Major General (MG):

Master of Martial Arts (MMA):

Garrisons:

Battling:

Leaving the garrison:

Walking to the enemy:

Entering the camp till start of the battle:

The time for the battle itself:

The time for the countdown if you are victorious

Block types:

Introduction:

Simple block:

Round blocking:

Examples of blocking:

Example of the easy block:

Example of the round block:

Example of the combination of both blocks:

Example of the easy block in another sector:

Change log

Consulted sources:



Types of generals:

There are 9 different generals sofar:

  1. The normal General (nG)

  1. The Battle Hardened General (BHG)

  1. The Veteran (Vet)

  1. Event general: The Grimm Reaper (GR)

  1. General Stronghelmet (GS)

  1. General Log (GL)

  1. Quartermaster General (QG)

  1. Major General (MG)

  1. Master of Martial Arts (MMA)



Basic properties of each general:

The normal general (nG):[1]

The Battle Hardened General (BHG):[2]

The Veteran:[4]

Master of Defence:[5]

The Grimm Reaper (GR):[6]

General Stronghelmet (GS):[7]

General Log (GL): [10]

Quartermaster General (QG): [13]

Major General (MG): [16]

Master of Martial Arts (MMA): [17]

Garrisons:

Happy campers.png

All generals have there own garisson. Fighting generals have a 2x2 garisson and will look like one of the small ones. The quartermaster general doesn’t fight, he only transports units and has the 3x3 garisson in the middle.

NOTE:

Besides of the maximum generals of each type there is also a combined maximum of 11 generals for the Battle Hardened General (BHG) and normal Tavern General (nG).

NOTE 2:

After finishing an adventure and returning to the home isle, all units not assigned to a general will go on a troops transport. It’s a slow form of transportation witch takes usually 100 minutes. No big deal unless you want to start immediately a new adventure.

           



Battling:[18]

The battle can be split in 5 phases:

  1. Leaving the garrison
  2. Walking to the enemy
  3. Entering the camp till start of the battle
  4. The battle itself
  5. Countdown when victorious

Leaving the garrison:

The time needed for the general to exit the garrison and start the walk is hard to measure: normally it’s 5 seconds but sometimes due to lag on the server it can take up 10 seconds.

Blocking with ‘start all generals in quick succession’ isn’t affected → all generals have the same delay.

Blocking with starting the next general when the walking one is at a certain point on the map can be affected because the delay of the server itself → blocking with critical timing isn’t recommended during those moments. Most guides are made in a such a way that some server delay doesn’t harm the results - but be careful with round blocks.

Walking to the enemy:

The pathing of how the generals walks is shown on the map when you’re assigning the target camp to the general. The time needed to walk a tile is 3,3 seconds (250 sec for 75 tiles = 10 seconds per 3 tiles).

By counting the dots you can easily determine the walking time to the enemy camp.

The walking speed is equal for all generals, slow and fast.

Entering the camp till start of the battle:

The time from the moment when the general disappears till the time when the battle starts is regardless of the type of general this is always 5 seconds.

Part of those 5 seconds is probably the 3,3 seconds it takes for the general to walk to the center of the camp.

The proceeding 1,7 seconds may well be the time that has to elapse till the camp is considered busy engaging the attackers.

During this phase interception is still possible! After this 5 second phase a general walking through the influence area isn’t intercepted any more.

The time for the battle itself:

This is dependent on the number of rounds, but is independent on the number of phases (first strike, normal and last strike units).

The time for the countdown if you are victorious

This is the part where the camp starts smoking and the countdown bar is going from green to red.

This part only occurs if you're winning the battle. If you lost, the time for this part is 0 seconds.

Type camp

Slow General

Fast general

(standard general)

(BHG, Vet, MMA, MG, ...)

Trap

20 seconds (4 + 16)

10 seconds (2 + 8)

Camp

40 seconds (4 + 36)

20 seconds (2 + 18)

Watch tower

80 seconds (4 + 76)

40 seconds (2 + 38)

Fortified watch tower

160 seconds (4 + 156)

80 seconds (2 + 78)

NOTE: The countdown will visually not start until 4 seconds (2 seconds for a fast general) have elapsed. That is the time indicated in brackets above.


Block types:

Introduction:

A block is used to lower losses during an adventure. One general blocks the influence area of a camp while another general can pass on his way to a next camp.

There are two types of blocking:

Both types of blocking have some specific uses, though in many situations you can use either of them - it totally depends on what’s your favoured option.

Simple block:

By simple blocking a block-gen with 1 recruit is send to an enemy camp to block that particular camp from other passing generals. The block takes 1 round (which is 20 seconds with a slow general).

If you send 2 or more block-gens with 1 recruit to the same camp the blocking time will be extended with 1 round per general. Normally a pass-gen won’t be intercepted between the 2 battles of the 2 block-gens

Most cases of using this type of block:

Advantages:

Disadvantages:

Round blocking:

With a complex or round block a general blocks a camp until the leader camp of the sector is defeated. The block has to take enough rounds of battle to survive the block. When succesfull the general is unharmed and all assigned units survive.

With this type of blocking more then 1 camp at the time can be blocked.

Most cases of using this type of block:

Advantages:

Disadvantages:

Examples of blocking:

A good adventure to see most possibilities of all blocks is “Witch of the swamps

For the blocks zoom in on this part of the adventure:

Camp 7 & 8:        ‘normal’ camps

Camp 9        ‘leader’ camp of the sector

Camp 10         ‘leader’ camp another sector

and in this adventure: the designated target to earn a reward

Example of the easy block:

With the easy block you first have to take out camp 7.

Next you prepare a few generals: 1 general with 1 recruit for blocking the camp. The other(s) for taking out camp 9.

If you start the second general(s) with the right timing behind the blocking general the time they enter the influence area of the camp and left it before the blocking general is defeated.

As you can see the distance the general(s) is 4 tiles so you need a slow general for this block (blocking with a fast general isn’t recommended anyways).

Example of the round block:

You prepare 3 generals: 1 general for blocking camp 7, 1 general for blocking camp 8 and 1 general for taking out camp 9.

With starting each general at the right intervals all camps are blocked for the following general proceeding to his camp of attack. The general attacking camp 9 will take out that camp before the battle of the 2 other generals has ended.

Example of the combination of both blocks:

You prepare 3 generals: 1 general for blocking camp 7, 1 general with 1 recruit for blocking camp 8 and 1 general for taking out camp 9.

With starting each general at the right intervals all camps are blocked for the following general proceeding to his camp of attack.

The general attacking camp 9 clears the influence area of camp 8 before that general loses his battle and will take out camp 9 before the battle of the first general has ended.

Example of the easy block in another sector:

With this easy block you first have to take out camp 7 as shown in the easy block..

Next you prepare a few generals: 1 general with 1 recruit for blocking the camp. The other(s) for taking out camp 10, the leader camp in the adjacent sector.

If you start the second general(s) with the right timing behind the blocking general the time they enter the influence area of the camp and left it before the blocking general is defeated.

As you can see the leader camp is in another sector, therefore a round block won’t work properly: the leader camp in the sector of the blocked camp stays intact, the generals can pass safely & the blocking general ends the battle with at least with losing a lot of units - maybe all of them.


Change log


Consulted sources:


[1] The "Die Siedler Wiki" about the general

[2] The "Die Siedler Wiki" about the BHG

[3] TSO-forum post by: BB_Azariel - EU Newfoundland Server

[4] The "Die Siedler Wiki" about the Veteran

[5] Live server 26-03-2015

[6] The "Die Siedler Wiki" about the Grim Reaper

[7] TSO-forum post by: Battleoverlord - EU Newfoundland Server

[8] since 26 august 2014

[9] TSO-forum post by: BB_Azariel - EU Newfoundland Server

[10] Image & partial info provided by Chasm - EU Northisle Server (thanks a lot!)

[11] since 26 august 2014

[12] DSO-forum post by: BB_Pandur - DE Grünland Welt

[13] TSO-forum post by: BB_Dantesama - EU Sandycove

[14] Status on testserver on 3 July 2013 - final details unchanged 8 august 2014.

[15] Status on testserver on 16 July 2013 - final details unchanged 8 august 2014.

[16] Status on testserver on 16 July 2013 - final details unchanged 8 august 2014.

[17] Status on testserver on 27 Februari 2014 - final details unchanged 8 august 2014.

[18] TSO-forum post by: Tage - EU Newfoundland Server