Raids and attacks on the road through the wilds have always been a hazard. Pilgrims, travellers, merchants, all know that to travel alone is a risk too far. The more sensible try to join a caravan, affording some protection and community whilst on the move.
However, this does not ensure safety, as the wilds contain many dangers and,whilst a solo traveller can pass unseen, a caravan cannot hide from the watchers in the woods.......
Deployment
Table size is 4X4
Defending player sets up caravan on one side of the table, along the road in a travelling column. The assigned army to defend this caravan should be set up in a suitable manner to protect the travellers. Units of outriders can be deployed in advance of the main force
Attacking player can deploy on either long table edge, splitting forces and in reserve as desired.
Objectives
Defender has to escort the caravan across the table, defending where required, and off the opposite table edge. A hefty fee and honour is at stake!
Attacker has to assault the caravan, raid carriages, kill anything that gets in the way. Spoils of war are there for the claiming....
Special Rules
The caravan moves at a standard rate of 6" per unit. It may run at D6-2 to a minimum of 1, as these are a scattering of civilians, in varying states of fitness, health and ages.
Defenders move at their normal movement rates
Victory
Defenders claim victory if caravan moves safely off the table, all elements reasonably intact. The less caravan that is left to move off the table, the less the claim of victory.
Alternatively, the defenders can attempt to kill all of the defenders, but the priority must be the caravans safety.
Attackers claim victory by the amount of destruction they can cause, baggage they can isolate and claim, and preventing the caravan moving off the table in safety.