Synopsis: Highway Robbery is a module in the online game Card Hunter that has four scenarios. At first it seems rather tame, but the difficult ramps up quickly and you should probably switch your deck up between scenarios. The biggest threat in this module is the ability of enemies to deal high damage in quick succession. At this point your character doesn’t have a lot to counter this, so you should bring powerful offense on most of the missions.
Enemies in Module:
Goblin Grunts – Goblin grunts are minions, limiting them to only one attack per turn each, like all minions in Card Hunter. They have 9 hit points, a standard move speed of run (3 squares), and a variety of mostly low damage attack cards. They have lots of blocks against ranged attacks, but no armor and can’t block melee attacks over 4 damage.
Guard Dogs – Guard dogs are more dangerous than they look. They have 10 hit points, a normal move speed of dash (4 squares), three and four damage attacks that can hit from range, and an attack that deals 10 damage when it hits from behind. They also have defensive cards that let them move when attacked. Luckily, they have a cowardly card in their deck that can strip them of all attack cards for a turn.
Goblin Hulk – Goblin hulks have 23 hit points, a standard move speed of walk (2 squares), and strong melee attacks that do between 5 and 11 points of damage. They are occasionally clumsy, which means they don’t turn around when hit and can’t attack behind them and they occasionally reveal their hand.
Bluk, Goblin Chieftain – Bluk is identical to the Goblin Hulk except that he has 20 hit points instead of 23.
Goblin Shaman – The goblin shaman is a support creature. It has 15 hit points, a normal move speed of run, a slight amount of healing, 4-5 damage melee attacks, and the ability to increase the damage of an ally’s melee attacks.
First Scenario – Roadside Ambush:
Setup – You will start the first Highway Robbery mission on the bottom of a long map with 6 goblins hiding behind cover at the top of the map. Beyond the starting cover, cover won’t come into much play on this map.
Enemies – Goblin Grunts (6)
Strategy – Patience and melee attacks are how you win this scenario. Equip your characters with armor and Weak Block cards and wait for the goblins to come to you. You should also equip Righteous Frenzy or Unholy Frenzy cards on your cleric and cast them on your fighter to make his attacks more effective. If possible, you want all of your fighter’s attacks to deal at least 5 damage. You may want to use some sparks with your wizard, but your best tactic is to basically let him sit out the fight, maybe occasionally stepping in to take a hit.
Second Scenario – Forest Edge:
Setup – You will start the second Highway Robbery mission on the left side of a cramped map with three goblins and a guard dog on the right side only four squares away. The map has a few pieces of blocking terrain that probably won’t come up.
Enemies – Guard Dog (1), Goblin Grunts (3)
Strategy – You must defeat that guard dog as quickly as you can and no matter what, never let it get behind you. The biggest threat is the dog’s Hard to Pin Down card that can negate an attack and let it move 3 squares afterwards. Spark attacks are a great way to negate this card, but it is also just as important to save your moves so you can countermove any time it tries to flank one of your characters. The dog is basically the only enemy your wizard can attack safely, so focus his fire on the dog. Once the dog is dead, follow the strategy in Roadside Ambush to finish off the goblins.
Third Scenario – Forest Wagon:
Setup – You will start this scenario in the middle of a map that brimming with blocking terrain. A goblin hulk starts 2 squares away from you.
Enemies – Goblin Hulk (1)
Strategy – Preparation is the key to surviving this encounter. The goblin hulk has very few move cards, so you can kite it if you are careful. Put extra move cards in your deck. Blocks are almost completely worthless unless you have Desperate Block, Wounded Block, Life Saving Block, or Resounding Block. These are unlikely at this level, but possible. Armor is almost equally useless due to the high damage of the hulk, but it might keep you around for an extra round, if you are lucky. Basically, you want to use long range attacks, stabs, and lots of movement.
First thing when the scenario starts, move away whichever of your characters is nearest the hulk and not in the middle of the path. When it moves in to touch the other one, move that one away. At this point you need to be wary of the hulk having two walk cards, unless it has revealed its hand and you know it doesn’t. You never want to be more than 2 or 3 squares from the hulk because it has a charge card that deals damage based on how far it moved. Once it has moved all it can in a turn, barrage it with ranged attacks and stab attacks. Repeat until the brute is dead.
Fourth Scenario – Bluk, Goblin Chieftain:
Setup – You will start this scenario on the bottom of a mostly open room. There are two side rooms connecting to this room. Bluk is in the top room and the shaman is in the room to the left.
Enemies – Bluk, Goblin Chieftan (1), Goblin Shaman (1)
Strategy – Bluk is slow, so immediately charge towards the hallway that leads to the shaman. Except for the ability to heal himself and some modestly damaging attack cards, the shaman is not a threat if he can’t buff Bluk. Armor should deal with the damage and a strong attack will quickly kill the defenseless shaman. Keep an eye out for Bluk and pull back if he gets too close. Once the shaman is dead, or before that if Bluk moves in too quickly, use the same strategy for defeating Bluk that you used against the hulk in Forest Wagon. Just be very careful not to get stuck in one of the side rooms. Your wizard and fighter are your most important characters in this scenario and you should sacrifice your cleric first to keep them alive.