SCENARIO #3: ESCORT DUTY
Type: Asymmetric Objective
Players: 2 (Attacker vs Defender)
Estimated Playtime: 60-75 minutes
Difficulty: Advanced
Victory Condition:
- Defender: Escort the Supply Caravan to the exit
- Attacker: Destroy the Supply Caravan OR eliminate the Defender
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
- [F] Forest: +1 Defense, blocks LOS
- [R] Rubble: +1 Defense, difficult terrain (2 SP)
- [W] Water/Mud: Difficult terrain (2 SP), remove 1 Heat at end of turn
- [E1] Elevation 1: +1 damage, ignore cover when attacking from here
- [==] Road: Fast Movement (move 2 hexes for 1 SP), no defensive bonus
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:
- Caravan ignores first 2 damage from each attack (heavy wooden frame)
- No component damage (caravan has no components)
Vulnerabilities:
- Cannot move off the Road hexes (must follow the road)
- Cannot attack or defend itself
- Takes double damage from Fire attacks
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
- Deploy anywhere within 3 hexes of hex [2,4] or [2,5] (near the Caravan)
- Must start within 6 hexes of the Caravan
Attacker Deployment
- Deploy anywhere within 3 hexes of hex [13,4] or [13,5] (ambush position)
- Can deploy on either side of the road
Caravan Starting Position
- Caravan starts on hex [1,4] (leftmost road hex)
- Faces East (toward exit)
VICTORY CONDITIONS
Defender Wins If:
- The Caravan reaches the exit (hex [15,4] or [15,5]) OR
- The Attacker’s Casket is reduced to 0 HP
Attacker Wins If:
- The Caravan is reduced to 0 HP OR
- The Defender’s Casket is reduced to 0 HP OR
- Turn 12 ends and the Caravan has not exited (supplies arrive too late, settlement starves)
SPECIAL RULES
Road Movement
- Moving along Road hexes (horizontally) costs 1 SP for 2 hexes (fast travel)
- Moving OFF the road costs normal SP (1 SP per hex)
- Road provides no defensive bonus (you’re exposed)
Caravan Combat
- The Caravan cannot attack or use cards
- The Caravan cannot be moved by Push/Pull effects
- The Caravan ignores Heat, Taint, and Component Damage
- When the Caravan takes damage, mark it on a separate HP track (starts at 40)
Blocking the Road
- If the Attacker stands on the Road directly in front of the Caravan, it stops moving
- The Defender can Push the Attacker off the road to unblock the Caravan
- Blocking the Caravan generates 1 Heat per turn (engines overheat from holding position)
Turn Limit
- The scenario ends after Turn 12 (about 12-15 minutes of real time)
- If the Caravan has not exited by Turn 12, the Attacker wins
TACTICAL CONSIDERATIONS
Defender Strategy
- Protect the Caravan: Stay close and intercept the Attacker
- Clear the Road: Push the Attacker off the road if they’re blocking
- Speed Matters: The faster the Caravan moves, the less time the Attacker has
- Positioning: Use elevation to threaten the Attacker from range
Attacker Strategy
- Destroy the Caravan: Focus fire on the vulnerable Caravan
- Block and Delay: Stand on the Road to stop the Caravan’s movement
- Ignore the Defender: Sometimes it’s better to rush past and hit the Caravan directly
- Use Terrain: Elevation and rubble give you defensive bonuses while attacking
BALANCING NOTES
If Attacker Wins Too Easily:
- Increase Caravan HP to 50
- Reduce turn limit to Turn 10
If Defender Wins Too Easily:
- Reduce Caravan HP to 30
- Increase turn limit to Turn 15
- Allow Attacker to deploy closer (within 5 hexes of exit)
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
RECOMMENDED FACTIONS
Good Defender Choices:
- Dwarven Forge-Guilds: Tanky, can shield the Caravan with high armor
- Church of Absolution: Aggressive, can threaten the Attacker into retreating
- Elven Verdant Covenant: Mobile, can reposition quickly to intercept
Good Attacker Choices:
- The Ossuarium: Taint corruption and Phylactery resurrection, can outlast the Defender
- Church of Absolution: Burst damage, can kill the Caravan quickly
- Dwarven Forge-Guilds: Armor-piercing, ignores Caravan’s armor
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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