Campaign missions
The missions a Messalith campaign offers each week: attacks, sieges, defences and hand-made story missions, and the battlefields they are fought on.
Each week's choice
Each week the squad takes one mission:
- Attack a region next to one the exiles hold.
- Siege a fortified place, one stage at a time.
- Defend a region a power is striking.
- Story missions, when one is on offer.
Missing a strike to do something else lets the region fall. Everything else waits. See the war.
Battlefields
A mission's map is generated from its region's kind of land and its seed, so the same mission always gets the same ground. Maps are 48 tiles square, and 56 for a siege. Some missions are fought on a place of their own instead:
- Refuge villages, when the exiles come to free a hidden refuge or hold a joined one.
- Glass Court war camps, which an attack on Court land in open country meets 40% of the time.
- Siege maps, bigger, with walls and gates, for every stage of a siege.
- Hand-made maps, for story missions.
The rules for objectives, enemy numbers and ironman are on missions and ironman.
Story missions
Story missions are hand-made maps, offered at the camp's region as an extra order when something in the campaign sets them off. They never block anything else, and a lost one comes back after a while.
| Story mission | Where | The hook | Won |
|---|---|---|---|
| Out of the Pen | A Court pen on the steppe | The Court's raiders took people off the ground they won, and a herder who slipped the ropes says they sit in a walled pen on the steppe: get in by night and bring everyone out. | 2 exiles join. Lost, it comes back after 4 weeks. |
