Purpose: This documents is intended to serve as a comprehensive list of all the different deployments that raiding parties are used for in The Walking Dead: March to War. It will break down each of them and define their purpose as well as what kinds of outcomes a player can expect.
Scavenge nodes are where most players will be sending the majority of their raiding parties, particularly early on. Various scavenging nodes will be scattered all over the map with a specified amount of a certain resource (Food, Salvage, Lumber, or Fuel). Players send their raiding parties, made up of a Council Member and the Survivors they choose, to gather these resources and bring them back to base. The amount they are able to gather is determined by the combined Load stat among the group and the Council Member’s Gather Speed stat will dictate how quickly they are able to finish it start their journey back.
While a player’s raiding party is gathering from a scavenging node, another player can send their own raiding party to the same node in an attempt to fight over it. A battle will ensue with both sides taking damage, but the winner stays to gather and the loser goes home with whatever they were able to gather up to that point and the health that their Survivors have left.
Much like the scavenging nodes, missions are scattered throughout the map for all players to engage with. Missions, however, will measure the stats of the Council Member and Survivors that are sent to see if they can meet the challenge that each one provides. They exist in two major types: “Clear Walkers” and “Supply Run”. The core difference between these types is which stats they are looking at to determine whether or not the player succeeds. For Clear Walkers, they will check the Survivors’ cumulative Accuracy and Attack and the Council Member’s Leadership, while Supply Run considers the cumulative Avoidance and Defense as well as the Council Member’s Gather Speed.
Players don’t compete with each other over an individual mission node since it is completed as soon as a raiding party arrives. If two or more players are targeting the same mission and the first one to get there is able to successfully complete it they will claim the reward and the node disappears, causing the remaining raid parties to return back to their own bases. However, if the first party fails then the node will remain for whoever arrives next.
Scouting parties are the only form of deployment that doesn’t require any Survivors or Council Members to be a part of the raiding party. Instead, an unmanned raiding party is sent to the target base of the player’s choice to investigate. Once they have successfully scouted the target, the player will receive the report of their findings, including how many of each type of Survivor are currently present, which Council Member they have, how many resources they have, their total defense power, and their base coordinates.
An important detail to note, though, is that whenever a player’s base is scouted that player will also receive an in-game mail that informs them who it was and their base coordinates in case they are interested in retaliating. So it’s important to be cautious!
Attacking is the cornerstone of player interaction in The Walking Dead: March to War. In order to attack another player, one must send a raiding party with a Council Member and group of Survivors to attempt to defeat their opponent. Both sides take damage, and some Survivors may even get killed in the process.
The winner of the battle is determined by the amount of damage each side does as well as the Leadership stat of each party’s Council Member. If the attacker wins, the defender loses some base Fortifications and, if they have more resources than their Warehouse protects, the winner will take whatever their party can carry with them (their collective Load stat) on their way back to base, starting with what’s most abundant. If they lose, no Fortification damage is done and the defender’s resources are left untouched.