Hex Commander: Mission 8 - Runaways
Table of Contents
Arcaena and Sylvius reach one of the Elf outposts. It turns out that they have arrived just before Orcs' assault.

- This is a challenging defense mission but the number of units (on normal you have 18 units against 20) and the location itself give you an advantage. All enemy units come from the south west, they move along the road. They attack you in waves which can help you hold your ground.
- Move your starting units to the outer walls (1). The rest of the units in the camp will join you. You have to hold your ground here. Leave your starting squad near the tower and the barricade. Move the rest of the forces in the camp to that place or prepare a second defense line above (2). There are two teleporters in the camp that you can use to summon additional units but you don't need to do that on normal. Mages are very useful here because they can weaken enemies. Sylvius is great, too. He can damage and immobilize the attackers (however, they can still fight).

With enough soldiers, the outer fortifications can withstand almost all of the attacks. Sylvius immobilizes melee units (the orange arrow), Mages weaken ranged units (the green arrow), Archers and Scorpions deal damage (blue arrows).
- There is a Scorpion in the camp. You should place it on the west scarp, right above the outer fortifications (3). There, you can find another Scorpion that can shoot at units on the road below. Move your Archers to the rest of your units. Summon additional Archers, Mages or siege equipment if you feel that you can fail the mission. There is a Healer in the starting squad. Order her to heal Warriors on the frontline who block the entrance to the camp. Thanks to that you will be able to hold your ground without any loses. Retreat your forces and place on the hills if you run into trouble.
- Playing this mission on higher difficulty levels - the enemy army becomes more powerful (40 units on the highest difficulty level), has more units and experience. The tactic remains the same but you can think about summoning additional Ballistae/Scorpions and place them on a scarp or a hill (between the points 2 and 3). The passage to the camp is still narrow. This means that the enemy numbers aren't that much of a problem. Use Sylvius to block the enemy army by immobilizing their units in the narrow passages or by placing Shadow Warriors and strengthening them with any of the Shield scrolls.
- Hex Commander Game Guide
- Hex Commander: Game Guide
- Hex Commander: Elves Campaign
- Hex Commander: Mission 1 - The Beginning
- Hex Commander: Mission 2 - Sapphire Stream
- Hex Commander: Mission 3 - Stream Ambush
- Hex Commander: Mission 4 - Rocky Path
- Hex Commander: Mission 5 - Druid Circle Battle
- Hex Commander: Mission 6 - Defence of Calyril
- Hex Commander: Mission 7 - Four Fang Hideout
- Hex Commander: Mission 8 - Runaways
- Hex Commander: Mission 9 - Blocked Road
- Hex Commander: Mission 10 - Muzzled Gorge
- Hex Commander: Mission 11 - Wyvern Circle Battle
- Hex Commander: Mission 12 - Passing the Village
- Hex Commander: Mission 13 - Crossing the Blockade
- Hex Commander: Mission 14 - Unexpected Strike
- Hex Commander: Mission 15 - Persistence
- Hex Commander: Mission 16 - Mountain Hideout
- Hex Commander: Mission 17 - Lighting Strikes Twice
- Hex Commander: Mission 18 - Elunore Infection
- Hex Commander: Mission 19 - Elunore Siege
- Hex Commander: Mission 20 - Scorched Chasm
- Hex Commander: Mission 21 - Chasm Ambush
- Hex Commander: Mission 22 - Safety Line
- Hex Commander: Mission 23 - Hide and Seek
- Hex Commander: Mission 24 - Grasped
- Hex Commander: Mission 25 - Before the Stone
- Hex Commander: Mission 26 - Circle of Ice
- Hex Commander: Side mission
- Hex Commander: Elves Campaign
- Hex Commander: Game Guide
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