E

scort Duty

"Protect the convoy. Slow it down. The road is a battlefield."

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Scenario Overview

Scenario Type Asymmetric Objective (Moving Target)
Players 1 vs 1 (Defender vs Attacker)
Map Size 16×10 hex grid
Estimated Playtime 60-75 minutes
Difficulty Intermediate
Victory Condition Defender: Get the Caravan to the exit by Turn 12
Attacker: Destroy the Caravan (reduce to 0 HP) OR block it for 12 turns
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Scenario Description

A slow-moving Supply Caravan carries critical resources across the battlefield. The Defender must escort it safely to the exit while fending off the Attacker. The Caravan moves automatically each turn but has no weapons or defenses...it's a sitting duck.

This scenario teaches asymmetric objectives and tempo management. The Defender must balance aggression (stopping the Attacker) with protection (keeping the Caravan safe). The Attacker faces a dilemma: destroy the Caravan quickly, or tie up the Defender in combat?

The turn limit creates pressure. Every turn the Attacker delays is a turn closer to the Defender's victory.

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Map: The Supply Road

[ ][ ][F ][ ][ ][ ][ ][ ][ ][ ][ ][ ][F ][ ][ ][ ]
[ ][F ][F ][R ][ ][ ][ ][ ][ ][ ][ ][R ][F ][F ][ ][ ]
[E1][E1][R ][ ][==][==][==][==][==][==][==][==][ ][R ][E1][E1]
[E2][E1][ ][ ][==][ ][ ][ ][ ][ ][ ][==][ ][ ][E1][E2]
[E2][E1][ ][ ][==][ ][ ][ ][ ][ ][ ][==][ ][ ][E1][E2]
[E2][E1][ ][ ][==][ ][ ][ ][ ][ ][ ][==][ ][ ][E1][E2]
[E1][E1][R ][ ][==][==][==][==][==][==][==][==][ ][R ][E1][E1]
[ ][F ][F ][R ][ ][ ][ ][ ][ ][ ][ ][R ][F ][F ][ ][ ]
[ ][ ][F ][ ][ ][ ][ ][ ][ ][ ][ ][ ][F ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]

Terrain Legend

Symbol Terrain Type Effects
[==] Road Moving horizontally along road costs 1 SP for 2 hexes (fast travel). Provides no defensive bonus.
[R] Rubble +1 Defense, difficult terrain (2 SP per hex)
[F] Forest +1 Defense, blocks LOS if 2+ consecutive forest hexes
[E1]/[E2] Elevation E1: +1 damage, ignore cover. E2: +2 damage, +1 Range
[ ] Clear Ground Standard movement (1 SP per hex)
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The Supply Caravan

Stat Value
HP 40
Armor 2 (heavy plating)
Movement 2 hexes per turn (automatic, moves at end of Defender's turn)
LOS Counts as a large obstacle (blocks LOS for 1 hex)
Attacks None (cannot defend itself)

Caravan Movement Rules

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Deployment

Role Starting Position Restrictions
Supply Caravan Hex [1,5] (left side, on Road) Faces right (toward exit)
Defender Within 3 hexes of Caravan Can deploy on road or adjacent terrain
Attacker Within 8 hexes of exit [15,5] Must start at least 6 hexes from Caravan
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Special Rules

Road Movement

Caravan Combat

Blocking the Road

Turn Limit

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Tactical Considerations

Defender Strategy

Attacker Strategy

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Balancing Notes

If Attacker Wins Too Easily:

If Defender Wins Too Easily:

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Variants

Variant: Reinforcements

On Turn 6, a second Attacker Casket (controlled by same player) enters from hex [13,9] (bottom right). Defender must split attention between two threats.

Variant: Hazardous Cargo

When the Caravan takes 20+ damage, it drops Unstable Soulstones. Place 3 Soulstone tokens on the road where the Caravan was hit. Any Casket that moves through those hexes takes 3 damage (explosion).

Variant: No Turn Limit

Remove the Turn 12 limit. Attacker must destroy the Caravan OR eliminate the Defender to win. Makes the scenario less tense but more forgiving for new players.

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Recommended Factions

Good Defender Choices

Good Attacker Choices

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Design Notes

This scenario tests asymmetric objectives and tempo management. The Defender must balance aggression (stopping the Attacker) with protection (keeping the Caravan safe). The Attacker must decide: "Do I destroy the Caravan, or eliminate the Defender?"

The turn limit creates urgency. The Defender wants to move fast; the Attacker wants to slow everything down.

Lesson: Not every scenario is "kill the enemy." Sometimes survival is victory.

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"The road is long. The enemy is relentless. Protect what matters."