It was a race (As represented with a mass battle with 30 minute turns, I'd have the table elect someone to make their side's roll) to defeat a superweapon before it was fully operational. It took place in a valley with the battle taking place on the opposite side of a river from the pcs.
The overland map was a series of branching paths, each path taking some time and potentially leading to optional objectives (which either helped the players in their mission, or made the battle easier for their side).
The super weapon had conditions to it like (fully armored by turn 6, fueled by turn 8, main cannon fully loaded by turn 10) that sort. It was a walking tank with tesla guns or something, built it with the pulp gear kit.
The trail took the players through a variety of woods, fields, old farm house now used as a forward artillery base, etc. They came across a minefield, a bear that had previously been angered by an enemy patrol (and more importantly some supplies once they killed that bear), a bridge guarded by a sniper (someone drowned on their way across).
The big tank ended up waking up and being fully prepared as they got to it (didn't impact the mass battle yet, but would prove a hard fight for them). They ended up almost all dying, but succeeding thanks to sarin gas and the brave man who opened up a hole in the thing after climbing on top.
The players themselves were a bunch of ww1 penal soldiers that were forced through some super soldier experiments, a noble handler, and 10 guys (I had planned for character death with several full, and randomly wounded squads with various gear comprised entirely of mooks as back ups, to come in so nobody had to sit it out if they died early).
It was heavily based off pumpkin scissors
I might actually still have my planning document lying around somewhere, but with the way I label files there's no guarantee I'd ever find it.