MaK-SF3DII Scenarios Eng v1-2 [PDF]

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Zitiervorschau

1

SCENARIO

FORCE RECONNAISSANCE

October 2884

Seeking the Mercenary front line command, the 663rd Assault Reconnaissnce Troops approached Chattering City. Though there was no indication that Mercenary forces would be scarce, the decision was made for this to be the debut of the NeuSpotter. Unlike the sluggish Kröte, it was stealthier, but couldn’t stand up in a fight. A platoon of SAFS was the last thing they expected to find.

MAP

N



ENGAGING FORCES STRAHL TROOPS Initial Deployment

(Arrive combined as Hornisse)

(Arrive on any map edge) N.Rocker may use the Airdrop rules [12.2]

×18

×15

×3

×2

MERCENARY ARMY Initial Deployment (Place anywhere on map ①)

×11

×2

×1

×6

×8

SPECIAL RULES

Reconnaissance: When a NeuSpotter ends its movement in the same hex as an Objective marker, starting on the next turn it may attempt to escape the map. Each NeuSpotter may do this for a single Objective. A unit that leaves the map in this way is removed from the game. PK41: Each PK41 (The fuselage of the Hornisse) carries 2 NeuPanzerfaust rounds. When a PKA (or Gustav) ends its movement in the same hex as a PK41, it can reload, up to 2 rounds. Place a numerical marker under the PK41 to indicate how many rounds have been removed.

×5

Three of the five Objective markers are dummies. Each Objective marker must be placed at least 3 hexes from any other Objective marker. Neither player may know which are the dummies and which are the real objectives without ending movement in that hex.

VICTORY CONDITIONS

Strahl Troops: If two NeuSpotters using the Reconnaissance rule escape the map after touching the two non-dummy Objective markers, it is a Strahl victory. Mercenary Soldiers: As long as a Strahl victory is prevented, the Mercenaries are victorious.

NUMBER OF TURNS: 10 Turns (Strahl is first player)

1

2

3

4

5

6

7

8

9

10

Ma.K.

2

SCENARIO

RESCUE

The AFS of veteran pilot Fink had not returned. Stopping to rest in a nearby town while searching for him, his platoon found an enemy force instead. The AFS were no match for the forces, including the new Gustav, so the fate of the 34th AFS Platoon would depend on the arrival of allies.

MAP

N



ENGAGING FORCES STRAHL TROOPS Initial Deployment (Start anywhere on map ①, except for hexes with Mercenary Troops, the buildings of the block that contains 2404, and the hexes adjacent to that block)

×8

×3

×12

×4

×2

Aerial units may be equipped with bombs and missiles. Roll 1 die; the result is how many pieces of optional equipment are available.

×4

SPECIAL RULES

MERCENARY ARMY Initial Deployment (Start within the block that contains

Prepared for urban combat, and pre-loaded with a sophisticated urban combat AI, the Jagdpanzer NutRockers of the Strahl Troops are able to make defensive attacks out to 5 hexes, instead of the usual 3 hexes.

hex 2006, or any hex adjacent to that block.)

×10

×3

Units can only exit the map from hexes 0112, 0113, and 0114. Exiting from hexes 0112 and 0114 costs 1 movement point. Exiting from hex 0113 costs ½ movement point. Once off the map, a unit cannot return.

×1

VICTORY CONDITIONS

Reinforcements (Enter after turn 2 or later, see note)

×11

×3

Translation Note: Tactics (issue 20, page 111) indicates that the Mercenary reinforcements should consist of AFS not SAFS. The correction has been made here.

After turn 10, calculate the score for each side as follows.

At the end of the 2nd turn, roll 1 die. If the result is a 2 or less, reinforcements arrive at the beginning of the next turn. After turn 3, subtract 1 from the die roll (so the reinforcements will arrive on a roll of 1, 2, or 3). At the end of each turn, an additional –1 is assessed (so reinforcements will arrive on a roll of 1, 2, 3, or 4 after turn 4, and will automatically arrive after turn 6). The reinforcements enter the map through the west edge.

Both players: Tally the defensive rating (or dog-fight rating for air units) of defeated enemy units to determine the points scored (exclude any units that have escaped the map). Strahl Troops: The sum of the defensive ratings of all Mercenary Troops remaining on the map, including any damaged units (A or M condition markers) is added to the score. Mercenary Soldiers: For every AFS of the original squad that escapes the map, add 2 points. However if the unit is damaged (with an A or M condition marker), add only 1 point. Units other than the AFS that escape are not counted toward the score.

NUMBER OF TURNS: 10 Turns

After combining the appropriate totals above, if the Mercenary player has at least 15 points more than the Strahl player, it is a Mercenary victory, otherwise the Strahl player wins.

(Mercenary is first player)

1

2

3

4

5

6

7

8

9

10

Ma.K.

3

SCENARIO

COLUMN AMBUSH

August 2884

Morale was up. All thanks to the combination of the Sand Stalker and AFS, making rapid deployment and recovery possible along the front. This would be the first campaign for the Kuritan Corps. But there had been an information leak, and now a significant Strahl combat force was laying in wait in the forest, along the highway, like highwaymen of hundreds of years ago. —And like those highwaymen, they were intent on violence.

MAP

N



ENGAGING FORCES STRAHL TROOPS Initial Deployment (②▷04XX)

×16

×8

Translation Note: Tactics (issue 20, page 111) indicates that the inclusion of the Depot markers was an error. The correction has been made here.

×4

SPECIAL RULES

MERCENARY ARMY Initial Deployment (1②W0107)

×10

Though the Strahl player is the first player, there is no Strahl phase on the first turn. The first turn starts with the Mercenary player’s phase.

VICTORY CONDITIONS

×10

Mercenary Soldiers: If two or more units exit the map off the east edge (hex column 27XX), it is a Mercenary victory. To exit the map, spend the same number of movement points as it would cost to enter the current hex. Use of the road may be factored into this cost.

Reinforcements (Enter 4 or later, see note) Starting with turn 4, roll 1 die at the beginning of the turn. If the result is a 1, reinforcements arrive, and no further rolls are necessary.

Strahl Troops: The Strahl player wins if a Mercenary victory is prevented.

×5

NUMBER OF TURNS: 12 Turns (Strahl is first player, see special rules)

3

4

5

6

7

8

9

10

1

2

11

12

Ma.K.

4

SCENARIO

ASSAULT CROSSING

Late 2885

An opportunity to launch a counterattack had developed. The Mercenary Soldiers, accompanied by powerful air support, started a moonlight river crossing. With PKA and NutRocker in short supply on the Strahl front, there was a greater reliance on the Sphinx and its anti-tank rockets to guard the river. The Doll House would be assigned to counter-fire. After a fierce exchange, the Mercenary troops managed to build a bridgehead across the river. The bridges had been made at great expense-of lives and equipment.

MAP



N



ENGAGING FORCES STRAHL TROOPS Initial Deployment

River Garrison

(Any hexes north of the river [see special rules])

×16

×8

(Any hexes north of the river [see special rules])

×6

×4

×6

×2

×2

×6

MERCENARY ARMY Initial Arrival (1②S)

×10

×10

×2

×8

SPECIAL RULES

Turn 1: Skip the air combat phase, and the Strahl player’s phase, start with the Mercenary player’s phase. Mercenary units may move twice on the first turn, but may not engage in close quarters combat.

×6

Two Falke are equipped with bombs.

VICTORY CONDITIONS

River: The road on map 2 is regarded as a river. Where paths cross the river (hexes 0807, 1607, and 2007) are bridges. Spotters are not needed for the Sphinx to fire indirectly as far as the river hexes. If a hover unit becomes immobilized while over the river, it is eliminated.

Both Players: Total the defense rating of defeated enemy units (dog-fight rating for air units). Exclude enemy units that have retreated. Any enemy units with A or M markers on the map count for half their value (drop fractions). If at the end of the game there are no intact Mercenary Soldiers north of the river, it is a Strahl victory. Otherwide if the point difference between the two players is 5 or less, it is a draw. If the difference is 6 or more, it is a victory for the player with the higher total.

Retreat: The Strahl player can retreat units off the north edge of map 4. The Strahl player loses half of the victory point value for units that retreat. Moving off the map costs 1 movement point.

NUMBER OF TURNS: 8 Turns (Strahl is first player, see special rules)

1

2

3

4

5

6

7

8

Ma.K.

5

SCENARIO

OPERATION SUPER HAMMER I

23 September 2885

SAFS, Doll House, and other allied units gathered secretly. Recruits and veterans alike would participate in the secret maneuvers known as ‘Operation Super Hammer’. They managed a level of secrecy so strict that detecting the activity with NeuSpotters would not have been possible. Anything short of an eye in the sky would not have noticed anything out of the ordinary. Thanks to the Strahl’s satellite system now in orbit, their troops were prepared.

MAP



N



ENGAGING FORCES

MERCENARY ARMY Initial Arrival (1④S)

STRAHL TROOPS Initial Deployment (Any forest hexes on map ③. Kröte start in any hex on map ④)

×4

×6

×20

×6

×16

×10

×20

×4

×10

Reinforcements

(Arrive on turn 5)

(Arrive on turn 3)

×8

×6

×6

×4 (Arrive on turn 3, Nutrockers use Airdrop rules [12.2])

×6

(Mercenary player is first player)

8

VICTORY CONDITIONS

Total the defense rating (dog-fight rating for air units) of eliminated opposing units, excluding any units that have retreated. Any opposing units on the map, at the end of the game with A or M markers, count for half their value. The victor is the player with the higher total.

NUMBER OF TURNS: 16 Turns 7

9

×4

None

×2

×8

×2

SPECIAL RULES

(Arrive on turn 5, Nutrockers use Airdrop rules [12.2])

×2

×2

×2

×4

Reinforcements

×12

10

1

2

3

4

5

6

11

12

13

14

15

16

Ma.K.

6

SCENARIO

OPERATION SUPER HAMMER II

Mercenary Retreat 27 September 2885

The Mercenary martial command was in total disarray, with every attempt at a counteroffensive being anticipated and cut off by the Strahl army. With nothing but defeat after defeat being reported, it became impossible for commanders to cope with the situation and order anything other than to withdraw. The “Super Hammer” operation was over before it had even begun, the name being remembered for the rout and retreat of the Mercenaries, and not the planned maneuvers, which failed to be executed.

MAP

N





ENGAGING FORCES STRAHL TROOPS Initial Deployment

Reinforcements

(③▷16XX and ③◁27XX)

×10

×16

(Arrive on turn 1 using Airdrop rules [12.2])

×8

×6

×4

×8

MERCENARY ARMY Initial Deployment (③▷05XX and ③◁14XX)

×8

×2

SPECIAL RULES

None

×6

×10

VICTORY CONDITIONS

×4

×2

Total the defense rating (dog-fight rating for air units) of eliminated opposing units, excluding any units that have retreated. Any opposing units on the map at the end of the game with A or M markers count for half their value. The victor is the player with the higher total. For each unit that escapes the west edge of map ②, the Mercenary Soldier Troops player obtains a number of points equal to double the attack rating of that unit. Moving off of the map costs one movement point, even when moving along the road in hex 07.

Reinforcements (4②W)

×4

×4

NUMBER OF TURNS: 15 Turns (Mercenary is first player)

6

7

8

9

10

1

2

3

4

5

11

12

13

14

15

Ma.K.

7

SCENARIO

ASSAULT CROSSING

Late 2885

The skirmishes continued as the front became mired. Both sides sought to break through the other’s lines (though neither had a sufficient force to do so), and it became their sole focus. It was the Mercenary Army that had the first breakthrough. A powerful, high-speed shock force succeeded in destroying a supply depot, disrupting enemy supply lines.





Mercenary Advance

MAP

N

ENGAGING FORCES

MERCENARY ARMY Initial Arrival (1②E)

STRAHL TROOPS Initial Deployment (Place on map ②)

×8

×4

×8

×1

(Place within 2 hexes of the building on map ③)

×8

×4

×4

×1

×12

×4

Reinforcements (3②E)

×4 ×4

SPECIAL RULES

×1

All hexes of the building on map 3 are considered to be ammunition depots.

Reinforcements (3③W)

VICTORY CONDITIONS

Total the defense rating (dog-fight rating for air units) of eliminated opposing units, excluding any units that have retreated. Any opposing units on the map, at the end of the game with A or M markers, count for half their value. The victor is the player with the higher total. For each unit that escapes the west edge of map ③, the Mercenary Soldier Troops player obtains a number of points equal to double the attack rating of that unit. Moving off of the map costs one movement point, even when moving along the road in hex 07.

×2

NUMBER OF TURNS: 12 Turns (Mercenary player is first player)

3

4

5

6

7

8

9

10

1

2

11

12

Ma.K.

8

SCENARIO

CLOSE COMBAT

October 2885

The orders were simple, “Expel the Mercenary Army out of Oak Village, and destroy them.” That was all. They prepared to attack with a force that would be more than sufficient. Mercenary Army strongholds had been collapsing one after another in the face of such overwhelming odds. Only the brave would hold their position when faced with such a large force. Any mopping up would be done by nightfall.



N

② } 4 hexes



Group 1

MAP

} 4 hexes

Group 2

ENGAGING FORCES STRAHL TROOPS Initial Arrival (Enter as two groups)

Group 2 (1④S)

Group 1 (1②E)

×4

×12

×4

×4

×6

MERCENARY ARMY Initial Deployment

×6

×10

×2

×4

SPECIAL RULES

(Place anywhere, except within 4 hexes, including partial hexes, of the east edge of map ② and the south edge of map ④)

×16

×16

NutRocker tanks carry NeuPanzerfaust rounds, which can be used to rearm units that can use them.

VICTORY CONDITIONS

×3

Mercenary Army: If any ground units remain from the Mercenary Army on map (3), it is a Mercenary victory. Strahl Troops: Prevent a Mercenary victory.

×8

NUMBER OF TURNS: 14 Turns (Strahl player is first player)

5

6

7

8

9

10

1

2

3

4

11

12

13

14

Ma.K.

9

SCENARIO

FRONTAL ASSAULT

Early 2885

Successes throughout the Mercenary Army started to turn the tide in their favor, allowing them to switch to more offensive maneuvers. Commander VanHoff was given such an assignment. However, both sides were still evenly matched along the front. There was little to be gained from pressing an attack at the time. The soldiers along the front fought well, but it was the ignorance of the rear that would truly matter.

MAP



N



ENGAGING FORCES STRAHL TROOPS Initial Deployment (Place on map ③)

×10

×2

×8

×8

×8

×6

(See special rules)

×8

MERCENARY ARMY Initial Arrival (1④N)

×16

Reinforcements

(Combined as Hornisse)

×1

×1

SPECIAL RULES

Each turn after the first, roll a die. If the result is a 1 or 2, the Mercenary Army receives two J40(S) units as reinforcement. If the result is a 3, 4, or 5, nothing happens. On a result of 6, the Strahl Troops receive a PK41 (with a Gustav on board) as reinforcement ×2

×6

×2

VICTORY CONDITIONS

Total the defense rating (dog-fight rating for air units) of eliminated opposing units, excluding any units that have retreated. For each building hex on map 3 that is occupied at the end of the game, an additional four points are received. These points are scored even if an enemy unit also occupies the hex.

Reinforcements (See special rules)

Additionally, for each Mercenary Army unit that exits the map off any side of map 3, the Mercenary Army player receives a number of points equal to twice the attack power of the unit. Moving off the map costs the same as the hex the unit is currently occupying. The road may be used to exit the map.

×2

NUMBER OF TURNS: 10 Turns

The victor is the player with the higher total.

(Mercenary is first player)

1

2

3

4

5

6

7

8

9

10

Ma.K.

10

SCENARIO

STREET FIGHT

A continuous stream of reinforcements on both sides! Late 2885

A Mercenary force had surrounded Strahl troops in Tolus. Reinforcements for both sides began to arrive. A single block in the city became the focus of the battle. With the PKA holed up and the AFS trying to drive them out, the picture of a chaotic street fight was being painted with every stroke. Before long, both sides would have significant losses, minor gains, and the fate of Tolus would be decided.

MAP

N



ENGAGING FORCES STRAHL TROOPS Initial Deployment

(Place in city block hexes that include 1309 and 1312)

Reinforcements

(①S▷0914 and ①S◁1714)

(Arrive turn 4)

(Arrive turn 2)

(Arrive turn 3)

×3

×4

×6

×4

(Arrive turn 5)

(Arrive turn 6)

×1

×2

×16

×6

×6

MERCENARY ARMY Initial Deployment (Place in any hex other than the city block hexes that include 1309 and 1312)

×4

(Arrive turn 1)

Reinforcements

(①N▷0201 and ①N◁2301)

×11 (Arrive turn 3) ×10

×6

(Arrive turn 2)

×2

×4

(Arrive turn 4)

(Arrive turn 5)

×4

×4

×4

SPECIAL RULES

×6

VICTORY CONDITIONS

NUMBER OF TURNS: 10 Turns (Strahl is first player)

2

×1

Victory goes to the side that occupies the most hexes in the city blocks that include hexes 1309 and 1312. Do not count hexes that are occupied by both friendly and enemy units.

None

1

×2

×4

3

4

5

6

7

8

9

10

Ma.K.

11

SCENARIO

New Ordinance

Flare Furmer 13 June 2883

In 2883 a weapon was introduced which overturned all previous notions of combat and began a new era in ground warfare. The Armored Fighting Suit started as a reengineering of labor suits, used in construction. When it was finished it was found in the front lines, changing the course of the warfare, and the weapon of choice for guerilla warfare. No one could have predicted the attack on the Landing Ship Division by 14 suits, and those who knew about the attack couldn’t predict the devastating outcome of the surprise attack. The impact of this new AFS weapon in the hands of trained pilots assured that it would spread, along with this new war, across all of the earth. The AFS weapon had been introduced… The first page of the Earth Independence War had been written…

MAP

N



ENGAGING FORCES STRAHL TROOPS Initial Deployment (Place all units in a single column from hex

Off-Board Artillery

Starting on turn 9 Type I.............⑥S–70×4(4) (See special rules)

0914, along the road that goes through hex 0914)

×10

×7

×3

MERCENARY ARMY Initial Arrival (1⑥N◁1600)

×1

×3

×6

Reinforcements (3⑥N)

×14

×2

SPECIAL RULES

When communicating with the Strahl troops artillery, all communications levels are set one level lower. The artillery may target only two separate hexes in a single turn. The Depots are worth six victory points each. Destruction of infantry does not count for victory points. Smoke screens can be deployed automatically.

Land Mines

30 Points.......Place on any non-road hex

VICTORY CONDITIONS

The Strahl troops must escape two trucks with Depot tokens off the east end of the map board. If this does not happen, then the player with an OGP score of at least double the opponent is the victor.

×3

NUMBER OF TURNS: 10 Turns (Mercenary is first player)

1

2

3

4

5

6

7

8

9

10

Ma.K.

12

SCENARIO

ENCOUNTER ACTION

Fire Fight Late 2884 or Early 2885

As the year 2885 arrived, both the Strahl and Mercenary forces were sending newer and newer weapons to the front. The PKA series is a typical example. In July the type G was fielded while the improved H type was rushed through development and was already in the fronts by September. It was not uncommon for new units on both sides to encounter each other on their first use.

MAP

N



ENGAGING FORCES STRAHL TROOPS Initial Arrival (1⑤N▷1801)

×12 (Ld⑥)

×2

Reinforcements (4⑤N1900) Off-Board Artillery

Starting on turn 5 Sphinx...........⑤N–100×10(2)

×2

×3

MERCENARY ARMY Initial Arrival (1⑤S◁1214)

×4

Reinforcements (3⑤S)

×6 (Ld 1 ⑧)

×6 (Ld 2 ④)⑬

Starting on turn 1 Type II............⑤S–60×20(2)

×3

There are 5 key hexes: a meeting hall in hex 1509; a warehouse, which spans three hexes (1612, 1711, 1811); and the top of a nearby hill, 2006. At the end of the game, the person who has units occupying three or more of those hexes wins. Alternatively, if neither player controls three hexes, or is tied, the winner is the player that has at least double the number of OGP points as the other player. Any other condition results in a draw.

None

NUMBER OF TURNS: 10 Turns (Strahl is first player)

2

Off-Board Artillery

VICTORY CONDITIONS

SPECIAL RULES

1

×3

3

4

5

6

7

8

9

10

Ma.K.

13

SCENARIO

GOBLIN’S COUNTERATTACK

17 February 2886, Eastern Europe

“Drive the enemy militia out of the area around Shannon Village...” were the orders given to Faldia Karneldo, 2nd Lieutenant of the Strahl 134th Mechanized Infantry Regiment. The unit had just been replenished and rearmed with four bazooka armed Kröte, and the subordinates in the unit had been given five Konrad, with the intention of bolstering them against the local militia.

MAP

N





ENGAGING FORCES

STRAHL TROOPS 134th Mechanized Infantry Regiment Reinforcements

Initial Deployment

(Arrive on turn 4)

(1⑥W)

All Konrads start with 2 PFs each. ×6 (Ld⑦)

×4

×4

Experimental plane piloted by Junior Warrant Officer Walter Nowotony

MERCENARY ARMY Earth Independence Militia,

For the Mercenary troops, when the Platoon HQ unit is eliminated, entry to map ⑥ becomes impossible, and units on map ⑥ may only move toward map ⑤. The depot is worth 6 points and contains 8 TOS missile reloads (for the Goblin).

Initial Deployment

(Conceal anywhere on ⑥) ×3

×1

×1

×7

×2

×2

Infantry can start in trucks.

For the Strahl Troops, if 2nd Lieutenant Karneldo dies in battle, it becomes impossible for Strahl Troops to advance North. Each Pak Kröte and Makel carries 2 PF rounds. Taking PFs from another unit costs 2 movement points, whether 1 or 2 rounds are taken. ×1

×1

×2

VICTORY CONDITIONS

Reinforcements

At the end of the game, if the Mercenary Troops are repelled from all buildings on the map, or the Strahl O.G.P score is at least 10 points higher than the Mercenary Score, it is a Stahl victory, otherwise it is a Mercenary victory.

(Roll one die on the 3rd turn. On a result of 1~2, enter ⑤E, 3~4 enter ⑤S, 5~6 enter ⑥E) ×8

Total 10 Rounds

NUMBER OF TURNS: 16 Turns (Strahl player is first player)

7

8

×2

SPECIAL RULES

Plain Province Troops, Rusk 12th Defensive Group

(Conceal anywhere on ⑤)

×1

9

10

1

2

3

4

5

6

11

12

13

14

15

16

Ma.K.

14

SCENARIO

ROAD OF FLAME

5 February 2886, North America

N MAP Mercenaries soon encircled the Strahl bases located in key Canadian cities. When news of these maneuvers spread, through a newspaper article of only 10 lines, ⑥ ⑤ it had the damaging effect exceeding 10,000 lines. In Super Henburke (old Cornwall), the 100th Mechanized Infantry Division was surrounded, and tried to divide into several forces and break through the encircling net. It was the duty of Lieutenant Colonel Brinkman to break through where the fortifications were thinnest and escape with the military support unit stationed in the city.

From 2885, extending through 2886, the Strahl Troops faced a number of unexpected counter attack maneuvers from Mercenary Troops in the North American colonies. The AFS offered greater freedom of movement in the winter snows, and the

ENGAGING FORCES

STRAHL TROOPS Brinkman Kampfgruppe (100th Army Division 93rd Mechanized Infantry Regiment, Support Echelon rem. Initial Deployment

×12 (Ld 3 ⑭)

×6 (2 are PC)

×6

×3

N.Rocker IIs are equipped with smoke screens. (1⑥S◁0914 Arrival) Troops under the command PK40s may be taken as of Junior Grade Lieutenant an alternative to smoke Giger screens.

×2

×4

Reinforcements

(2⑥S◁0914 Arrival) Brinkman Kampfgruppe, main body ×4

×4 (Ld 2 ⑤)

×3

×10 (Ld 1 ⑯)

×2

×3

×4

×2

×3

MERCENARY ARMY Pacific Coast Defense Group Initial Deployment

(Conceal anywhere on ⑤)

×8

×3

×1

×3

×3

×6

×3

SPECIAL RULES

(Conceal anywhere on ⑥)

×8

×3

×1

×3

×3

The objective marker of the Strahl troops represents important support equipment. It counts as a single unit loaded in one of the trucks (Kraftwagen). It cannot be unloaded. If the Mercenary army obtains this equipment (has a unit stacked in the same hex at the end of the game), the Strahl lose 10 O.G.P. (in addition to the value of the truck). If this is prevented, the Strahl lose 5 O.G.P. Alternatively, if the truck carrying the objective escapes from the board through the road of hex 27, Strahl gain 10 O.G.P.

×8

Reinforcements (Use of these units is optional)

(Available after 3 turns, ⑤E) If deployed: O.G.P. -20

×2

Off-Board Artillery

×8

Available after turn 2 Type I.......⑤E–42×14(3) Type II......⑤E–60×6(1)

(Available after 6 turns) If deployed: O.G.P. -10

Land Mines

140 Points.....⑥▷13XX and anywhere on ⑤

×3

NUMBER OF TURNS: 20 Turns (Strahl is first player) 1 2 3 4 5 11

12

×8

13

14

15

Snow: This area of the Canadian southeast was receiving heavy snowfall. In order to represent this fact, the movement points of certain units are reduced, as follows: W movement type units, excluding Kröte (Type 2 units)..... 3W C movement type units, excluding Tanks (PzKw, Ravin)..... 4C

VICTORY CONDITIONS

The Strahl forces win the moment 100 O.G.P. of units escape map 5 through hex 27. If this does not happen by the end of the game, the victor must have 25 or more points than the opponent.

6

7

8

9

10

16

17

18

19

20

Ma.K.

15

SCENARIO

AIRPORT RAID

August 2885, Japan

While the Mercenaries were usually warry of attack from Strahl Troops, the urban location of the airport made that possibility seem less likely. Unfortunately, the airport’s cargo and shuttle maintenance facility made it a primary target for the unmanned Strahl paratroopers.

MAP

N



ENGAGING FORCES

SPECIAL RULES

STRAHL TROOPS Initial Deployment (Use Airdrop rules [12.2])

Treat one of the N.Rocker IIs as manned. The small buildings that lie in the 24XX hex line are hangars. Each may be attacked and has a defense rating of 5B. If the durability check results in a ‘D’, the aircraft inside that hanger explodes. The Strahl receive 10 O.G.P. for each ‘D’ result, once per building.

N.Rocker IIs and F-Boot are equipped with smoke screens. ×6 (PC)

×6

×3

×2

The F-Boot must operate as part of a stack.

MERCENARY ARMY Initial Deployment (Place anywhere on the map)

VICTORY CONDITIONS

At the end of the game, the player with a lead of 10 O.G.P. points or more wins. Anything else is a draw. ×6

×6

×4

Reinforcements (After turn 2, up to two units may enter ⑦N each turn)

×2 (Ld⑨)⑯

×2

×2

×4

NUMBER OF TURNS: 10 Turns (Strahl is first player)

1

2

3

4

5

6

7

8

9

10

Ma.K.

16

SCENARIO

TAKE NO PRISONERS

Hasse Wind, 1st Lieutenant (44th AFS Troop, 24 confirmed kills), killed when shot through by an F-boot from the right rear. Captain Dordis McCrea (62nd Guns AFS Company, 18 confirmed kills), killed when he took a direct hit to the cockpit, at point blank, from a Krachen Vogel. Major Belnick (a former commander of Rosky, and a sure bet to achieve 29 confirmed kills) had furlough coming. Just like the others he had been targeted for assassination by the Strahl Troops. Major Rosky’s team was assigned to stop the hit squad of enemy unmanned units—and take their commander, alive.

MAP

N

⑥ ⑦

ENGAGING FORCES STRAHL TROOPS 3rd Fall Battlewagon Regiment Post Initial Deployment (Place anywhere on map ⑦ using concealment rules)

×3 (Ld⑧)

×4

(Place anywhere on map ⑥)

×2

×10

×2

MERCENARY ARMY 90th Company, All Mercenary AFS Independent Initial Deployment

SPECIAL RULES

(1⑥E Arrival)

×12 (Ld 1⑮) (Ld 2⑧)

×2

F-boot cannot use smoke screens in this scenario. No more than 10 unmanned units can fire each turn, or else no Strahl units may move.

×4

Reinforcements (5⑥E Arrival)

×4

Use the escaped pilots rule (18.2). However, the Strahl player does not announce whether 2nd Lieutenant Berg was killed unitl the game ends.

Off-Board Artillery

Starting with turn 2 Type II......⑥E–70×12(1)

VICTORY CONDITIONS

The player with the highest O.G.P. total is the victor. 2nd Lieutenant Berg is worth 10 additional points for this scenario.

×4

NUMBER OF TURNS: 15 Turns (Mercenary is first player)

6

×2

7

8

9

10

1

2

3

4

5

11

12

13

14

15

Ma.K.

17

SCENARIO

BATTLES LOST AND WON

January 2885, West Asia

MAP

A Mercenary’s primary concern was meeting the quota of defeated enemies defined by their contract. Success could lead to higher pay or vacation time when it came time for contract renewal—in addition to a distinguished service record. This sometimes led to priority being given to confirmed kills over sound tactics, particularly with a force composed of several competing teams…

N





ENGAGING FORCES STRAHL TROOPS Bishan Pool Garrison (Garudea Battle Group) Initial Deployment

Reinforcements

(Starting turn 6, roll 1d6. On a roll of 1~2, arrive ①W) Optionally, the reinforcements may arrive combined as Hornisse, without needing to roll. This costs 10 O.G.P. and no ×4 ×4 units will carry PFs.

(①, ⑦◁22XX, concealed deployment allowed)

×24

×12

×6

×6 (Ld 1⑫) (Ld 2⑪)

×20

×5

×5

Land Mines

100 Points.....①, ⑦

Each P.K.A., Gustav, and Konrad is carrying 2 PFs.

Off-Board Artillery

Starting with turn 2 Type II............W–80×15(2) Type III...........W–200×6(2) Type IV RM....W–80×6(2)

MERCENARY ARMY mixed units from three different regiments Initial Deployment (1①, ⑦E Arrival)

ⓐ…First Lieutenant Wreck Garibaldi ×15 (Ld 2⑦) ③②

×1 (Ld 1ⓐ)

×2

×1

Reinforcements (3E Arrival)

×10

×2

×4

×15

(6E Arrival)

×4

×1

(9E Arrival)

×5

×3

×2

×2

×6

×4 If deployed, Mercenary player loses 10 O.G.P.

Cpn.HQs arrive in the Trucks.

SPECIAL RULES

If leader ⑦ or ⓐ are killed in action, or if a Cpn.HQ is destroyed, at least 20 units must remain idle for one turn. Strahl scores double points for this scenario.

NUMBER OF TURNS: 15 Turns (Mercenary is first player)

6

7

8

9

10

(12E Arrival)

VICTORY CONDITIONS

The Mercenary Army may win by (1) eliminating 45 enemy units (Hornisse count as one), (2) occupying hex 1706 ①, the crossing at 0907 ⑦, and the courtyard containing hex 1303, or (3) having 30 O.G.P. more than the enemy at the end of the game. The Strahl Troops are victorious if they prevent all of these conditions.

1

2

3

4

5

11

12

13

14

15

Ma.K.

18

SCENARIO

Breakthrough Strategy

October 2885, Asia Minor

“The AFS is a high speed fighting unit, capable of quickly breaking through enemy lines and holding territory,” were the words of 2nd Lieutenant Skinner Doratti, who participated in the first battle to use AFS, in June 2883. With its increased usage over two years, the battlefield came to be populated with many professional engineers and mechanics to maintain the machines, but victory still came down to the “do-or-die spirit of the front line soldier,” as he would say.

MAP

N







ENGAGING FORCES STRAHL TROOPS Initial Deployment (⑥▷07XX Placement)

×8

×8

×2 (Place anywhere on maps ⑤ and ⑥) Cpn.HQ starts in the Kraftwagon. No PFs available.

×6

×2

×1 (PC)

×1

MERCENARY ARMY 711th AFS of the Earth Independent Militia, Anatolia Company Initial Deployment (1⑥W Arrival)

×16

×3

×4

×4

(Mercenary is first player)

6

7

8

9

10

VICTORY CONDITIONS

The Mercenary player is victorious if 40 O.G.P. of units escapes off the east edge of map ② by the end of the game. If this is prevented, victory goes to the player with the highest O.G.P. total.

×2

NUMBER OF TURNS: 15 Turns

SPECIAL RULES

None

1

2

3

4

5

11

12

13

14

15

Ma.K.

19

SCENARIO

HOT SANDS HILL (HILL 91)

May 2885, African West Coast

The heart of Second Lieutenant Conan was heavy with the loss of so many subordinates to the unmanned weapons of the Strahl. Bazooka armed NeuSpotters and the slug-like F-boot were becoming more common among the Strahl desert forces; cheaper to station there than a manned unit. After seeing so many friends fall victim to them, he vowed revenge.

MAP

N

Treat all forest and pond hexes as clear.





ENGAGING FORCES

SPECIAL RULES

STRAHL TROOPS Base Defense Group 17 Initial Deployment (Place according to the Special Rules)

×4

×8

With this scenario a special concealment rule is used. The Strahl troop player does not place concealed units on the map; their hex location should be recorded and the tokens set aside. Strahl units that are concealed remain concealed until they move or attack, hiding under the sand. The infantry squad is the exception and can be found by the Mercenary Troop player by using a J40(S). Every turn, during the troop phase J40(S)s assigned to ground support can be placed on a hex on the map board. If the infantry unit is within that hex, or the 6 adjacent hexes, the Strahl Troop player should announce so, and the unit is revealed.

×1 (PC)

×2

MERCENARY ARMY company attached to the 331st AFS Initial Deployment (1④N Arrival)

×6 (Ld⑩) (Ld⑬)

×6

VICTORY CONDITIONS

On map board 6, hex number 2205 and the six surrounding hexes are Hill 91. If the Mercenary troops have 4 units on the hill at the end of the game, they are victorious. The Strahl force is victorious if this is prevented.

×4

NUMBER OF TURNS: 10 Turns (Strahl is first player)

1

2

3

4

5

6

7

8

9

10

Ma.K.

SCENARIO

20

TO “FASEREI”) SKIRMISH (A14 PROLOGUE March 2886, Eastern Europe

The renewed balance of power in local and orbital space was a sign of a weakening Strahl presence. By the beginning of February 2886, there were nine satellites over the northern hemisphere, restoring planetary communications for the Mercenary Army, including Africa and Northern Europe. Just six months after the defeat of Operation Super Hammer, it was once again possible to coordinate large forces and put the strength of the Mercenary Army to full use.

ENGAGING FORCES STRAHL TROOPS Initial Deployment 16th Satellite Communication Company Defense Corps

×18

×10 (Ld 1 ➂) (Ld 2 ➈)

×8

×6 ×2 ×10 ×6 ×10 Except for the Oskar, all units are deployed within 8 hexes of hex 2614 of map board ②. PFs are available.

Reinforcements (Enter on turn 4)

MAP

All PK41 and PKA are combined as Hornisse. Each PK41 carries 2 PFs.

×20

×6 (3 are dummies) N

×20









SPECIAL RULES

(Enter on any turn after turn 6, through any map edge)

The six object markers of the Strahl troops (which represent satellite communications equipment, as well as three decoys) can be placed anywhere on the map board, as long as there is at least three hexes between them. Reconnaissance: If a Mercenary Troop unit ends its movement on an object marker, the player may inspect the marker.

Calling in these forces and how many of them are deployed is optional. These units are deployed in groups of three, with each group of three reducing O.G.P. by –5. ×6

×4

×6

MERCENARY ARMY Initial Deployment (Enter from any map edge)

VICTORY CONDITIONS

Victory is achieved for the Mercenary Army when two nondecoy object markers are attacked successfully with a result other than ‘No Effect’. The Strahl player achieves victory by preventing this. ×30

×15

×5

Reinforcements

×2

×6

(Enter on any turn after turn 3, through any map edge)

×15

(Enter on turn 5)

Bringing in these forces is optional, as well as how many are brought in. Brining units in is done in groups of three, with each group of three or less reducing O.G.P. by –5.

×6

NUMBER OF TURNS: 15 Turns (Mercenary is first player)

6

7

8

9

×8

10

Off-Board Artillery

Starting with turn 1 Type II......W②,④–60×15(2) Type III.....W②,④–100×10(2)

×4

1

2

3

4

5

11

12

13

14

15

Ma.K.

18 March 2886, Eastern Europe

MAP ⑥



N





A large counterattack of the Mercenary army started on March 18th, at dawn (Operation “Faserei”), in order to expel the Strahl Troops from the European region–the entire Terrestrial Independent Militia was deployed. The attack was well planned and kept secret, however the principal base of the Strahl army had been converted into a fortress at the beginning of winter, in expectation of a major assault.



OPERATION “FASEREI”



21

SCENARIO

ENGAGING FORCES

STRAHL TROOPS 16th Armored Mobile Infantry Division Initial Deployment (Any building on maps ⑤⑦①, and in the building or forest hexes on map ③)

×16 (Ld 1 ⑬) (Ld 2 ⑥) (Ld 3 ⑪)

×8 ×4 ×4 ×3 ×20 All Konrads and Gustavs start with 2 PFs each. ④⑥⑭(PC)

×9

Reinforcements (Enter on turn 3)

×8

×12

×10

×10

×6

×7

Off-Board Artillery

(9①⑤⑦E Arrival)

Starting with turn 1 Type II............E–70×30(2) Type III...........E–150×10(1) Type IV RM....E–65×15(3)

All PK41 and PKA are combined as Hornisse. Each PK41 carries 2 PFs. ×16

×8

Land Mines

×3 ①②⑮

280 Points.....distributed on maps ③④⑤⑥ in any non-edge hex

MERCENARY ARMY 2nd Temporary Breakthrough Regiment, “Nortung”

Initial Deployment

(1③④⑥W, ⑥N Arrival)

×30

×12

×6

×2

×5

×6

×6

Reinforcements

×12

×3

×5

×8

Mercenary reinforcements: Before play begins, the Mercenary player selects which map side the turn 6 reinforcements arrive. Write down the selection and reveal the selection when they arrive. Scoring block hexes: In this scenario, block hexes score points for the side that controls that block. Each block is worth a number of points equal to the number of hexes that are a part of the block. At the end of the game, for each uncontested block a side controls, it gains O.G.P. equal to the point value of the block.

See special rules for the arrival method. ×2

×4

×4

The two D.house firing artillery may be used as reinforcements, entering from the West after turn 5.

NUMBER OF TURNS: 30 Turns (Mercenary is first player)

×10

SPECIAL RULES

(4③④⑥W, ⑥N Arrival) SAFS Mk II enter as passengers of the GreenBuffalo. (6⑤N or ④S Arrival)

×6

×10

Off-Board Artillery

VICTORY CONDITIONS

Starting with turn 1 Type II......W–60×40(2) Type III.....W–100×6(1) D.house...W–4×5 Each (2)

The player to acquire at least 20 more O.G.P. points than their opponent is the victor. In all other cases, the game ends in a draw.

1

2

3

4

5

6

7

8

19

20

9

10

11

12

13

14

15

16

17

18

21

22

23

24

25

26

27

28

29

30

Ma.K.

“FASEREI” was a success within the first seven minutes. All initial target points were occupied, and a panic spread through the Strahl army that lasted for a week. The front moved three hundred kilometers, allied damage was negligible, and victory parties celebrated the achievement all across the Earth. However, the Strahl main force managed to escape destruction. F. Rashutendolf, now senior general of the Strahl European forces, sent fresh troops as reinforcement before the forces were completely overrun.

MAP

N





22

the holocaust FOLLOWING “FASEREI” After 30 April 2886, Southern Ukraine



SCENARIO



ENGAGING FORCES STRAHL TROOPS 192nd Strahl Army Combat Battalion, main force Initial Deployment (On map ⑤, inside or within 4 hexes of any small building) All Gustavs start the game with 2 PFs each. ×8

×3

Initial Arrival

×7

×3

×3 ×1 ×1 (PC) (1④W Arrival) 192nd Strahl Army Combat Battalion, remainder

×6

×1

×3 (PC)

×5

×4

×3

×3

×2

Land Mines

100 Points.....distributed on map ⑤ from 5 to 9 hexes away from any small buildings

×2

MERCENARY ARMY Initial Deployment (Place anywhere on maps ③④⑥)

×12

×12

×2

×1

×4

×1 (Ld1)

Off-Board Artillery

×2

×2

×4

Land Mines

Starting with turn 1 D.House....N–72×4 Each (2) ×6

×2

×1 (Ld2)

280 Points.....distributed on map ⑤ from 6 to 12 hexes away from any small buildings

×2

SPECIAL RULES

None

VICTORY CONDITIONS

The Strahl player claims victory if 13 units (including A and M state units) are still within the starting zones of the main force. The Mercenary player wins if this is prevented.

NUMBER OF TURNS: 16 Turns (Strahl is first player)

7

8

9

10

1

2

3

4

5

6

11

12

13

14

15

16

Ma.K.