Angry Automatons

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Article back.png Main article: Sgt. Rusty


Special rules: No unit respawn and you must survive

  • Units Killed must be at least 6
  • Nuggets Claimed must be exactly 6

Outlaw's statements

Bounty opening


Bounty completion


Bounty failure


Strategies and Guides

Alert.png New strategies are always welcome. Edit this section and add a new subsection. For anonymous users, use the discussion tab.

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by WiseFox (From WiseFox compilation on old B!H Forums)

Angry Automatons would be easy if it wasn't for the 2 artilleries: 2 full health artilleries can wipe out any unit before it even gets close. The key to this mission is to succeed in weakening the artilleries upfront with your 2 joker cards and focus on killing the opposition quickly (so you have enough time left to worry about the nuggets). A perfect start looks like this: 1. the two loose nuggets are close to each other so you don't have to spread your team; 2. the two enemy artilleries are in such positions that their first move is predictable and you can use your jokers right away. Please note most of my units were moved hugging the backside, out of range of the artilleries, except the sharpshooter: I wanted to make sure the right artillery was baited towards the joker card and a weakened artillery only does 25 damage. Once the artilleries are weakened, the strategy is pretty straight-forward: the sharpshooter will keep knocking the right nugget away from the dirigible until he goes down, and the rest of your units will gang up on any enemy unit going for the left nugget. If an artillery gets too close, attack it with your cavalry: a full health cavalry can take out a weakened artillery in one shot. You should be able to wipe out the enemy units before mid-game and keep at least two of your units alive, which will then leave you enough time to collect all the nuggets.


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