Abbreviations I use:
- HM = Horseman
- ES = Elvish Shaman
- EA = Elvish Archer
- EF = Elvish Fighter
- DF = Dwarvish Fighter
- DG = Dwarvish Guardsman
- DS = Dwarvish Steelclad
- K = Konrad
- D = Delfador
- Kal = Kalenz
- L = Li'sar
- int = intelligent (trait)
- res = resilient (trait)
A "+" after a unit name means recalling level ups of that unit also works
Scenario 1 (The Elves Besieged)
This is the most consistent route I've found for a 0 recruit. Staying east early usually keeps green of of the left column, but not always.
Scenario 2 (Blackwater Port)
Recruit all Horseman (HM) and 1 Elvish Shaman (ES) if you have the leftover gold. (2 recruit turns)
Move everyone north (beyond the Swordsman guards). Go offensive at dawn. Focus Orcish Archers, Wolf Riders, Orcish Grunts, Troll Whelps in that order. Use ES to slow Orcish Grunt or Troll Whelps before attacking. Use D to weaken other Troll Whelps first.
The goal is to get 1-2 Paladins on S6 and 3 Paladins by S9 and you need to start preparing for that now. Prioritize kills into int HM, with strong or res as the 2nd trait if possible. Strong/quick is also a good trait pair to give kills to.
Scenario 3 (The Isle of Alduin)
Move D to northwest village to get free Mage. Recall 5 HM (need 2 int on this level, so recruit if you got unlucky with trait rolls last scenario) and 2 ES. Leave K + 1HM in base until turn 4 (AI splits army east/west), send full army west then south.
Focus is same as last scenario. All HM level ups should be Knight.
You will want to take as many villages as possible or the AI will recruit too many units to effectively get to his base.
Scenario 4 (The Bay of Pearls)
- T1: 2 EA, 1 ES, open mer cages
- T2-5: 2 HM+, 1 ES
Sea: Try to take out bats before nighttime. Play defensive (on coral reefs/village) until dawn. Bait Blue leader out of base by taking a village on the island, then surround him with all mers you have leftover. If you only have 2 mers left, consider taking northwest cage.
Land: Use ES to slow Orcish Warrior and EA to chip to the point where a Knight needs 1 charge to kill. Give as many kills to Knights as possible. int HM can level up into Knight or Lancer, non-int should always be Lancer. A quick Lancer can support Sea front if things get dicey.
Try not to level up ES on this scenario, since you don't want one as an advisor at the start of Elensefar.
Best case scenario is 2 Knights <24 XP to level up, 2 Lancers.
Take Land path (option 1).
Scenario 5 (Muff Malal's Peninsula)
Run to finish
Scenario 6 (The Siege of Elensefar)
T1 recall 4 HM+, 2 ES. Send Knight advisor to east village than north to east entrance. T2 recall/recruit as many HM as possible. Rush into Elensefar (can get into first 2 villages before Orcs). Have Thieves support front lines (option 2). You should already be in the village that triggers them, move out then back on to get them to appear. Thieves should 1) block Blue leader from getting back onto base 2) take blue villages 3) get backstab damage on frontline orcs. Feed kills into Knights, level them up into Paladins (arcane melee, so they'll be your primary damage against undead to start out). Extra kills/cleanup can go to thieves/K.
Once you take out the orcs, send any leftover HM to take villages west and south (should give enough income to recruit 1 Mage per turn). Recruit Mage and ES until you have enough units to win. You will want at least 1 Mage to become a White Mage (rest can be either branch). ES can be either branch. In both cases I prefer the extra healing from WM/Druid level ups.
Scenario 7 (Crossroads)
Get loyal units from the 2 closest villages then fall back to base. Don't recruit until turn 5.
T5: 3 ES+, 3 EF T6: 6 HM/Knight
Same battle strat as S2/3. Any hill tile that is completely surrounded by hills or forests could have an ambusher. If you have any quick HM, prioritize getting them to be a Lancer in this scenario or next (unless you already have 1 in recall list). Feed XP to a int HM/Knight. Ignore Green leader, only blue needs to die for scenario victory.
Scenario 8 (The Princess of Wesnoth)
T1: 1 Rogue, 1 Druid, Knight you've been fedding, 1 HM+, 2 EF T2: 1 ES, 4 HM, last can be any of ES, HM, Rogue depending on how you want to play.
L recruits a lot of Pikeman and Javelineer. Both have pierce resist and deal pierce damage, so your HM won't be happy. Use Rogue/EF to weaken or ES to slow and then charge. Use D/Kal for magic damage on duelist.
Ideally your Knight should be ~16 XP away from level up, but anything <24 is fine. It's also fine if it is leveled up to a Paladin.
Scenario 9 (The Valley of Death)
The goal here is to rush green before he can spend too much gold.
T1: Recall 3 Paladin (or that Knight that's close) in the east 3 slots, Lancer in the slot just southeast of that, 2 ES, rest EF.
Make a save at the end of this turn. Look at enemy recruits to see if you need to reset. You want to see <3 Wraiths from Green, <4 Chocobone combined from Blue and Purple.
T2: Move Lancer to get south Holy Water, everyone else east. Recruit 4 ES, 2 EF, rest Mage. (Consider save+load for enemy recruits again in case they do a lot of Wraith+Chocobone this turn, but not necessary.) T3: Move 3 Paladin southeast. At least one of them needs to be in range of the Lich to bait it out next turn, ideally the Knight if it isn't leveled up yet. Everyone else keep moving east.
Make a save at the end of this turn. What you need to happen is Walking Corpse to feed the Knight to level up, or not kill the Paladin if it already leveled up AND the lich to attack one of the Paladins. Bonus if all 3 Paladins stay alive.
T4: Reset for Lancer charge into Lich. With Holy Water, this should be ~60% to kill.
You now have 5 Wraith killers: D, 3 Paladins, Holy Water Lancer. Mages can focus on skeletons. Use Konrad to lead EF to take out the rest of the Walking Corpse from green. Keep retreating to green base until dawn. Use EF to block Chocobones from attacking priority units. Take a few units to attack the Chocobones back after they charge. After dawn, should be able to take out the majority of Blue/Purple army in 2 turns, cleaning up the rest until T12.
Congratulations, you are now done with the hardest third of the campaign.
Scenario 10 (Gryphon Mountain)
Recruit 7 HM+, 1 Elvish Scout or HM. Elvish Scout can take villages in east and potentially cheese the gryhpon egg steal. This is not needed, but there are 2 scenarios where it may help. Rush North, then East. Enemy leader gets baited easily if you stand on the hills next to his base. North path is usually pretty clear because he invests heavily into gryphons.
Scenario 11 (Ford of Abez)
Recruit full base of Mermen Fighter then leave. Try not to go offensive against the orcs at night, even if they are in the water. You should have 1 turn of dawn to attck before D/K/Kal are in the way.
Scenario 12 (Northern Winter)
2 base. 3 Healer (Druid/White Mage/ES), 2 EA, rest HM+. Rush North then East. Get slows on Ogres/Trolls before charging them, use EA as damage control as well if you need to feed XP to HM. You will want a quick Lancer for next scenario (if the one from S9 is dead). Lancers also make for a much more reliable charge on Green's base. Knight should now level up into Grand Knight (for rest of game) if you get any.
Scenario 13 (The Dwarven Doors)
2 bases of all HM+. Get a quick Lancer recall in the first base. The entrance to the caves is randomized (main door or mineshaft) and a Lancer can get up quickly to check which path. Everyone else just supports K/D/Kal as they move through.
For main entrance, trigger the sea monster early and have it attack purple so K can get through unpoisoned.
Scenario 14 (Plunging Into the Darkness)
Kill the bats, move Konrad only through the cave.
Scenario 15 (The Lost General)
T1: 1 White Mage, 5 DF T2: 6 DF T3: 1 DF, 5 Mage.
Have Kal take village in south and wait at the other undead entrance, he won't be quick enough through the caves to help anywhere else.
Move everyone else north into the main room. Blue/Green could be fighting anywhere in here, so you just have to play on what you see. Make sure to keep Blue leader alive, as DG are necessary recruits later.
Once Green fight is close to won, move spare units south to guard the water entrance to undead and to the other entrance. The water entrance always opens on t19, the other entrance can be opened whenever, and you probably want to do this on t18-20 depending on how many units you can get over there. Fight the undead in the chokepoints or water's edge accordingly. They will still run out of unit fairly quickly.
Scenario 16 (Hasty Alliance)
T1: D/Kal to take out south Wolf Rider, recruit 2 DG, 2 DF+
From it's pretty random how things go (both how L plays, and whether Green send units through east or west chokepoint), so you need to recruit/play accordingly. White Mage is a good recall for healing D/Kal/DS. Only recruit enough DF to win.
Find the side that breaks first and rush it to kill boss.
Scenario 17 (The Scepter of Fire)
The map is entirely randomized, so you just have to play tactically. 2 White Mage and 2 base of DF+ is usually sufficient for recruits. Ignore any leaders you don't have to kill. Send K/L to the same side and use D reading to determine if you need to move L to the other side. You want to give scepter to L since she has no natural range attack and she'll be on the front lines earlier.
Congratulations, you are now done with the most random third of the campaign.
Scenario 18 (A Choice Must be Made)
Recruit one mermen, move to east end of river.
Scenario 19 (Cliffs of Thoria)
Recruit 2 bases of Mermen Fighter/Mermen Hunter in ~equal numbers. If you managed to get Gryphons, use some of them here as well. Use either a Gryphon or a quick mermen to get to the end of the river. This is necessary to unlock the cave exit.
Move D/K/Kal/L to the south island, then north, then east for the quickest route. They can take inland villages that mermen cannot. Once a village is taken it will no longer spawn drakes. Once cave exit is unlocked, use mermen to block for K as he moves there.
Scenario 20 (Underground Channels)
0 recruit. Move everyone North as much as possible then east to the exit. Use your fire+arcane ranged attacks to take out any ghost+ that try to stop you.
Scenario 21 (Return to Wesnoth)
T1: 4 ES+, 2 HM T2: 6 HM+ T3: 3 or 4 HM
Don't let Royal Guard recruits get first strike. Slow things with ES+, then use leadership with HM to pick up kills. All enemy leaders will get baited out of base very easy for more reliable slow+charge. Ignore any enemy scouts that get behind you, just move forward.
Possible to delay kill on Blue for a turn or 2, which spawns the Halberdiers in late so they're never a problem.
Still possible to get Grand Knights if you want to go for that, but I recommend primarily Lancer level ups from here.
Scenario 22 (Test of the Clans)
T1: 6 HM+ T2: 6 HM
Rush south and get Green kill quickly. Defend at green base. You only need 50 kills to beat the scenario, and they'll come to you. Any turns where you're unthreatened you can end quickly without making moves.
Once in green base, recruit DG, EA, and ES. ES slow makes staying healthier on charges easier. EA do a lot of damage to enemy HM+ and can disuade enemy bowman from attacking at night. DG protects against HM+ too far away to counter. Gryphons can also be used on this level as anti HM+.
Prioritize Lancer upgrades for HM, Marksman upgrades for EA.
Scenario 23 (The Battle for Wesnoth)
T1: 1 or 2 Lancers (if you have any), any loyal units.
a-Ruga-bait-a: Send Sir Ruga as far southwest as he can go. Green leader will attack him T1. 1 Lancer plus Ruga is a very reliable kill back which leaves green with ~6 units of unspent gold. If Lancer gets kill by self, can even keep Ruga for the remaining fight, else, take out as many units as possible while still forward.
T2: 2-3 DG T3: Recall DF+, DG+ T4: Healers, DG+, DF+ T5: Any powerful elves, healers, DG T6+: HM+, Knight Spam
T7 is dawn, HM+ take out most units with ease. Hole yourself up near base until then. Once line breaks rush with 2-3 Knight toward center, moving only frontline as necessary to not let heroes die. Asheviere gets baited out very easily (onto flat or shallow water terrain). Charge her when she does.
Congratulations, you are now done with the most rewarding third of he campaign!