penance

SCENARIO #3: ESCORT DUTY

Type: Asymmetric Objective Players: 2 (Attacker vs Defender) Estimated Playtime: 60-75 minutes Difficulty: Advanced Victory Condition:


SCENARIO OVERVIEW

A vital supply caravan must reach the settlement before nightfall. The Defender must protect the slow-moving caravan while the Attacker tries to destroy it. The caravan is vulnerable but has basic defenses.

What This Teaches: Asymmetric objectives, protecting weak units, aggressive vs defensive tactics, tempo control


MAP: THE TRADE ROAD (16×10 Hexes)

[F ][F ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][F ][F ]
[F ][R ][ ][ ][W ][W ][ ][ ][ ][ ][W ][W ][ ][ ][R ][F ]
[ ][ ][==][==][ ][ ][==][==][==][==][ ][ ][==][==][ ][ ]
[ ][R ][==][R ][ ][E1][==][ ][ ][==][E1][ ][R ][==][R ][ ]
[W ][ ][==][ ][ ][ ][==][ ][ ][==][ ][ ][ ][==][ ][W ]
[W ][ ][==][ ][ ][ ][==][ ][ ][==][ ][ ][ ][==][ ][W ]
[ ][R ][==][R ][ ][E1][==][ ][ ][==][E1][ ][R ][==][R ][ ]
[ ][ ][==][==][ ][ ][==][==][==][==][ ][ ][==][==][ ][ ]
[F ][R ][ ][ ][W ][W ][ ][ ][ ][ ][W ][W ][ ][ ][R ][F ]
[F ][F ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][F ][F ]

Terrain Legend


SPECIAL UNITS: THE SUPPLY CARAVAN

Caravan Stats

HP: 40 HP (does not use deck system - tracks damage directly) Movement: 2 hexes per turn (moves during Defender’s turn, costs no SP) Defense: 3+ (harder to hit than Caskets) Size: Large (occupies 1 hex but can be attacked from adjacent hexes)

Armor:

Vulnerabilities:

Caravan Movement

Automatic Movement: At the start of each Defender’s turn, the Caravan moves 2 hexes along the Road toward the exit (no SP cost).

Blocking: If the Attacker’s Casket is standing on the Road directly in front of the Caravan, the Caravan stops moving (it cannot push through).

Exit Point: The Caravan exits the map when it reaches hex [15,4] or [15,5] (far right edge of road).


DEPLOYMENT

Defender Deployment

Attacker Deployment

Caravan Starting Position


VICTORY CONDITIONS

Defender Wins If:

  1. The Caravan reaches the exit (hex [15,4] or [15,5]) OR
  2. The Attacker’s Casket is reduced to 0 HP

Attacker Wins If:

  1. The Caravan is reduced to 0 HP OR
  2. The Defender’s Casket is reduced to 0 HP OR
  3. Turn 12 ends and the Caravan has not exited (supplies arrive too late, settlement starves)

SPECIAL RULES

Road Movement

Caravan Combat

Blocking the Road

Turn Limit


TACTICAL CONSIDERATIONS

Defender Strategy

Attacker Strategy


BALANCING NOTES

If Attacker Wins Too Easily:

If Defender Wins Too Easily:


VARIANTS

Variant: Reinforcements

Variant: Hazardous Cargo

Variant: No Turn Limit


Good Defender Choices:

Good Attacker Choices:


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.


Next Scenario: Scenario #4: King of the Hill →

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