To clear Round 45 of the Scout-restricted Doomsday Challenge in The Walking Dead No Man's Land, run a squad consisting of Gabriel, Glenn, and Beth. At this depth, standard and armored walkers hit hard enough to kill an unshielded Scout in a single blow. Survival requires avoiding trades entirely by rotating action points, keeping every survivor outside enemy reach at the end of the turn, and locking down surviving threats with stuns.
Survivor Roles and Turn Order
Each survivor in this three-Scout lineup handles a distinct tactical function. Activating them in a disciplined sequence prevents accidental line-of-sight blocks and leaves your team positioned safely.
| Survivor | Primary Role | Tactical Function | Turn Priority |
|---|---|---|---|
| Glenn | Flanker & Mobility | Probes spawn clusters, baits pathing, and flanks high-threat targets. | Move 1st |
| Beth | Burst Finisher | Delivers critical strikes to dismantle armored and high-health walkers. | Move 2nd |
| Gabriel | Support & Control | Stuns remaining threats, secures safe tiles, and anchors the fallback line. | Move 3rd |
Execute turns in this order to maximize control:
- Move Glenn first: Scout the incoming walker clusters, trigger any required map objectives, and lure enemy pathing toward your designated bottleneck without ending his turn in striking range.
- Attack with Beth second: Direct Beth's high-damage critical hits into the most dangerous targets Glenn exposes, aiming to eliminate primary threats outright.
- Reposition Gabriel last: Use Gabriel to apply crowd control to any surviving walker that threatens the squad, then establish the defensive anchor behind which Glenn and Beth can safely fall back.
Movement Rules for Wave 45
Overextending an action point to secure an unassisted kill is the primary cause of squad wipes on Round 45. Follow these movement principles on every turn:
- Use the Half-Move Rule: Never spend a Scout’s entire movement allowance in a forward dash unless the move secures a critical objective or opens a clear, guaranteed retreat route.
- Preserve a Retreat Point: Keep at least one action point available whenever possible so survivors can step back outside walker attack ranges before the enemy phase begins.
- Stage Behind Choke Points: Force walkers into narrow corridors where only one or two can approach at a time. Do not fight in wide-open tiles where multiple spawns can surround your Scouts.
Target Priority and Stun Chaining
Because health pools are scaled high at Round 45, do not split damage across multiple healthy targets. Focus the entire team's offensive output on removing one threat before engaging the next.
- Primary Targets: Fast-moving variants and Armored Walkers must be prioritized immediately because they can close distances rapidly and breach choke points.
- Secondary Targets: Standard walkers can be delayed through pathing manipulation and left for later turns.
- Stun Chaining: When facing an armored or bloated target that cannot be killed in a single turn, hit it with your primary crowd controller to inflict a stun. Use your second survivor to reposition for a follow-up critical strike on the following turn, and use the third to contain secondary perimeter threats.
If a bottleneck collapses or enemy numbers threaten to overwhelm your position, stop attacking and spend the full turn retreating the entire squad to the next environmental barrier.
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Player Comments
150 players commented on this guide.
The tips are practical and easy to follow.
The explanation is clear, especially for beginners.
I wish I had read this before upgrading the wrong thing.
Good guide for The Walking Dead No Man's Land players. The strategy part was useful.