Identity

WML ID19_The_Vanguard
Next scenario20_Return_of_the_Fleet
Map19_The_Vanguard.map, 37 × 37 hexes
Turns39 / 37 / 35
VisibilityFog
Carryover40%, early-finish bonus
ArchetypeBeachhead defense / adaptive reinforcement battle
Story importanceCritical
WML complexityVery high
AI complexityModerate AI, very high event logic
Artifact transitionRuby attack removed from Haldric

Story and strategic premise

Jessene catches Haldric on a fog-covered plain and reports the elven betrayal. She also confirms that Jevyan and his Familiar have reached the Great Continent. Haldric responds with a deception: he removes the Ruby from his own use and sends Jessene to hide it in the Troll Hole.

The immediate military objective is to destroy the orcish vanguard before it reaches the coast and captures the returning refugee fleet. Commander Aethyr confirms that the new orcs did not arrive aboard Haldric’s missing ships; they seized the remaining boats on the Green Isle.

Map description

The 37 × 37 map is a broad fog-covered inland battlefield. Haldric begins in the southeast at 33,34. Orcish Warlords occupy western and eastern keeps at 6,22 and 28,14, while Troll leader Thruf holds the northern keep at 16,6. The map combines open grassland, forests, hills, mountains, swamp pockets, villages, and several castle clusters.

Map systemDesign role
Three distant enemy keepsCreates independent fronts and three possible reinforcement triggers.
FogConceals the randomized chest and adaptive undead arrivals.
Mountain-heavy northwestGives the Troll force a distinct geographic approach.
Random chest region, x 11–18 / y 2–6Places bonus gold on ordinary grass near the northern objective.

Objectives and sides

VictoryDefeat all three enemy leaders.
DefeatDeath of Haldric or Commander Aethyr; turns expire.
Carryover40%, with early-finish bonus.
SideLeader / rosterGold and incomeBehavior
1 — RefugeesHaldric; Jessene and Aethyr initially recalled280 / 240 / 200Human controlled; 5 / 4 / 3 starting villages
2 — OrcsTan-Erirt, Orcish Warlord120 / 150 / 180; income 6 / 10 / 14Night aggression 0.71 / 0.73 / 0.75
3 — OrcsTan-Gagar, Orcish Warlord120 / 150 / 180; income 6 / 10 / 14Mirrors side 2
4 — TrollsThruf, Troll Warrior100 / 150 / 200; income 6 / 10 / 14No scouts; fighter-heavy recruitment
5 — Undead backupNo leader; hiddenNo village economyHosts event-created reinforcement waves

Ruby and Jessene state transition

ActionEffect
[remove_object] object_id=ruby_of_fireRemoves Haldric’s permanent Ruby attack from his unit.
Jessene receives the Ruby in dialogueThe artifact’s magical signal is physically separated from Haldric.
[store_unit] variable=jessica_store kill=yesRemoves Lady Jessene from the battlefield and preserves her complete unit state for Scenario 20.

The campaign represents the deception mechanically rather than with a boolean alone: the attack object is actually removed from Haldric, and the carrier is actually absent.

Random chest with guaranteed recovery

During prestart, the scenario gathers grass hexes in the northern region, randomly selects one, places a closed chest, and records chest_obtained=no. Opening it grants 125 / 100 / 75 gold.

If the player wins without finding the chest, the victory event fires the same get chest event automatically. The reward is therefore spatially discoverable but not permanently missable.

Adaptive undead backup system

Each of enemy sides 2, 3, and 4 may trigger one undead reinforcement wave when its remaining unit count falls to half or less of the highest count recorded for that side.

  1. A death event counts the side’s surviving units and updates its approximate peak count.
  2. When the half-strength threshold is crossed, the side-specific trigger flag is set.
  3. The scenario stores that side’s starting location.
  4. A nested new turn event searches for a legal reinforcement hex.
  5. The new force arrives on hidden side 5.
Spawn constraintPurpose
Exactly 12 hexes from at least one player unitKeeps the wave relevant but outside normal one-turn reach.
Not within 11 hexes of a player unitCreates the exact distance ring.
As close as possible to the weakened side’s starting keepMakes the backup feel attached to that front.
Path radius travels through grass, roads, castles, keeps, or swampAvoids selecting a geographically disconnected point.
Not adjacent to any existing unitPrevents overlapping or instant engagement.

Wave order

The first, second, and third enemy sides to cross the half-strength threshold receive different global waves:

WaveNamed leaderSupporting units
1Norte — DeathbladeOne Chocobone on Easy; two above Easy
2Rabbin — BanebowTwo Chocobones; three on Hard
3General Kafka — DraugTwo Chocobones; four on Hard
Important architecture detail. Composition depends on the global order in which fronts weaken, not on which specific enemy side triggered the wave.

Delayed substitution

The nested event uses delayed_variable_substitution=no and escaped substitutions such as $|search_radius. This preserves the triggering side’s stored center while allowing working variables to be evaluated when the future turn actually begins.

Additional economy and events

TriggerEffect
Tan-Erirt dies to side 1Tan-Gagar’s side receives 60 / 70 / 80 gold.
Tan-Gagar dies to side 1Tan-Erirt’s side receives 60 / 70 / 80 gold.
Burin attacksHe celebrates being home on the Great Continent.
Enemies defeatedHaldric races to meet the fleet; reinforcement flags are cleared.
Victory cleanupChest is collected if necessary; chest coordinates and state are cleared.

Lessons for campaign authors

PatternReuse lesson
Remove a permanent object for story reasonsArtifact possession can be represented by actual unit modifications.
Trigger backup when a front is half depletedScale dramatic escalation to player progress instead of fixed turns.
Search a distance ring near a front’s originPlace reinforcements fairly and contextually on a large map.
Global wave order across several triggersLet the player’s attack order influence which reinforcement compositions appear first.
Guarantee optional chest reward at victoryPreserve exploration value without creating a harsh missable economy penalty.

Scenario WML · Map source · Arc study