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SCENARIO 1 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. ENGAGING FORCES STRAHL TROOPS Initial Deployment (Arrive combined as Hornisse) ×18 ×15 ×3 ×2 ×8 N.Rocker may use the Airdrop rules [12.2] MAP SPECIAL RULES VICTORY CONDITIONS N 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. Strahl Troops: If two NeuSpotters using the Reconnais- sance rule escape the map after touching the two non-dum- my Objective markers, it is a Strahl victory. Mercenary Soldiers: As long as a Strahl victory is pre- vented, the Mercenaries are victorious. NUMBER OF TURNS: 10 Turns (Strahl is first player) 6 7 8 9 10 1 2 3 4 5 MA.K. (Arrive on any map edge) MERCENARY ARMY Initial Deployment (Place anywhere on map ) ×11 ×1 ×2 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. ×6 ×5
Transcript
  • SCENARIO

    1FORCE 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.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment (Arrive combined as Hornisse)

    ×18 ×15 ×3 ×2 ×8

    N.Rocker may use the Airdrop rules [12.2]

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    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.

    Strahl Troops: If two NeuSpotters using the Reconnais-sance rule escape the map after touching the two non-dum-my Objective markers, it is a Strahl victory.

    Mercenary Soldiers: As long as a Strahl victory is pre-vented, the Mercenaries are victorious.

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

    6 7 8 9 101 2 3 4 5

    Ma.K.

    (Arrive on any map edge)

    MERCENARY ARMYInitial Deployment (Place anywhere on map ①)

    ×11 ×1 ×2

    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.

    ×6 ×5

  • SCENARIO

    2RESCUE September 2885

    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.

    ENGAGING FORCESSTRAHL 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 ×4

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

    MERCENARY ARMYInitial Deployment (Start within the block that contains hex 2006, or any hex adjacent to that block.)

    ×10 ×3 ×1

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

    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.

    ×15 ×6

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    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.

    Units can only exit the map from hexes 0112, 0113, and 0114. Exiting from hexes 0112 and 0114 costs 1 movement point. Exist-ing from hex 0113 costs 1/2 movement point. Once off the map, a unit cannot return.

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

    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 es-capes the map, add 2 points. However if the unit is damaged (with an A or M condition marker), add only 1 point. And units other than the AFS that escape are not counted toward the score.

    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.

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

    6 7 8 9 101 2 3 4 5

    ×8 ×3 ×4

    Ma.K.

  • SCENARIO

    3COLUMN 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.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment (②▷04XX)

    ×16 ×8 ×4

    MERCENARY ARMYInitial Deployment (1②W0107)

    ×10 ×10

    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.

    ×5

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    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.

    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.

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

    ×3

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

    1 2

    8 9 10 11 123 4 5 6 7

    Ma.K.

  • SCENARIO

    4ASSAULT 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

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    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.

    River: The road on map 2 is regarded as a river. Where paths cross the river (hexes 0807, 1607, and 2007) are bridges. Spot-ters 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.

    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.

    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.

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

    6 7 81 2 3 4 5

    ENGAGING FORCESSTRAHL TROOPS

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

    ×16 ×8 ×4

    MERCENARY ARMYInitial Arrival (1②S)

    ×10 ×10Two Falke are equipped with bombs.

    ×6 ×6 ×2 ×2 ×6

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

    ×2 ×8 ×6

    Ma.K.

  • ENGAGING FORCESSTRAHL TROOPS

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

    ×4 ×6 ×6 ×20

    Initial Arrival (1④S)

    ×16 ×20 ×4 ×10 ×12

    SCENARIO

    5OPERATION 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

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    None

    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 vic-tor is the player with the higher total.

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

    1 2 3 4 5

    11 12 13 14 157 8 9 10

    6

    16

    Reinforcements(Arrive on turn 3)

    ×4 ×2 ×4

    MERCENARY ARMY

    (Arrive on turn 5)

    ×10

    ×8 ×6 ×4 ×2

    Reinforcements

    ×6 ×2

    ×2 ×6 ×8 ×2

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

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

    Ma.K.

  • OPERATION SUPER HAMMER IISCENARIO

    6The 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.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment (③▷16XX and ③◁27XX)

    ×10 ×16 ×6

    MERCENARY ARMYInitial Deployment (③▷05XX and ③◁14XX)

    Reinforcements (4②W)

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    None

    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.

    ×8

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

    Mercenary Retreat27 September 2885

    Ma.K.

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

    ×8 ×8 ×2

    ×6 ×10 ×2 ×4

    ×4 ×4

    1 2 3 4

    10 11 12 13 146 7 8 9

    5

    15

    ×4

  • ASSAULT CROSSING Late 2885

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment (Place on map ②)

    ×8 ×4 ×1

    Initial Arrival (1②E)

    ×8 ×12 ×4

    SCENARIO

    7The 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.

    SPECIAL RULES

    VICTORY CONDITIONS

    All hexes of the building on map 3 are considered to be ammuni-tion depots.

    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.

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

    1

    7 8 9 10 113 4 5 6

    2

    12

    Reinforcements (3②E)

    ×4

    MERCENARY ARMY

    ×1

    ×2

    Ma.K.

    MAP

    N

    Mercenary

    Advance

    ×8 ×4 ×1 ×4 ×4

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

    Reinforcements (3③W)

  • SCENARIO

    8CLOSE 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.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Arrival (Enter as two groups)Group 1 (1②E)

    ×4 ×12 ×4

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

    ×16 ×6

    ×8

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

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

    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.

    ×4

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

    Group 2 (1④S)

    ×6 ×16 ×4

    ③N ②

    ④} 4 hexes

    } 4 hexes

    Group 2

    Group 1

    ×10 ×2 ×3

    1 2 3

    9 10 11 12 135 6 7 8

    4

    14

    Ma.K.

  • FRONTAL ASSAULT Early 2885SCENARIO

    9Successes 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.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment (Place on map ③)

    ×10 ×2 ×8

    MERCENARY ARMYInitial Arrival (1④N)

    Reinforcements (See special rules)

    SPECIAL RULES

    VICTORY CONDITIONS

    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

    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.

    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.

    The victor is the player with the higher total.

    ×8

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

    Ma.K.

    Reinforcements(See special rules)

    ×1 ×1×8

    ×16 ×6 ×6 ×2

    ×2

    5 6 7 8 91 2 3 4 10

    ×8

    MAP N

    ×2

    (Combined as Hornisse)

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

    ×10

    Reinforcements (①N▷0201 and ①N◁2301)

    ×4 ×4

    ×11 ×2

    ×2 ×1

    ×4

    ×6

    (Arrive turn 1) (Arrive turn 2)

    (Arrive turn 4) (Arrive turn 5)(Arrive turn 3)

    SCENARIO

    10STREET 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.

    ENGAGING FORCESSTRAHL TROOPS

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

    ×16

    MERCENARY ARMY

    MAP

    N

    SPECIAL RULESNone

    VICTORY CONDITIONSVictory 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.NUMBER OF TURNS: 10 Turns

    (Strahl is first player)

    6 7 8 9 101 2 3 4 5

    Ma.K.

    Reinforcements (①S▷0914 and ①S◁1714)

    ×6 ×6

    ×3 ×6

    ×1 ×4

    ×4 ×4

    ×2 ×6

    (Arrive turn 2) (Arrive turn 3)

    (Arrive turn 5) (Arrive turn 6)(Arrive turn 4)

    ×4

    ×4

  • Flare Furmer13 June 2883

    Initial Arrival (1⑥N◁1600)

    ×14

    Reinforcements (3⑥N)

    ×2 ×3

    SCENARIO

    11New Ordinance

    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…

    ENGAGING FORCES

    MERCENARY ARMY

    MAP

    N

    SPECIAL RULESWhen communicating with the Strahl troops artillery, all commu-nications levels are set one level lower. The artillery may target only two separate hexes in a single turn.

    The Depots are worth six vic-tory points each. Destruction of infantry does not count for victory points. Smoke screens can be deployed automatically.

    VICTORY CONDITIONSThe 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.

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

    6 7 8 9 101 2 3 4 5

    Ma.K.

    Initial Deployment (Place all units in a single column from hex 0914, along the road that goes through hex 0914)

    ×10 ×7 ×3 ×1 ×3 ×6

    STRAHL TROOPSOff-Board ArtilleryStarting with turn 9Type I ............⑥S–70×4(4)(See special rules)

    Land Mines30 Points.......Place on any non-road hex

  • SCENARIO

    20SKIRMISH (A PROLOGUE TO “FASEREI”)14 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

    MERCENARY ARMYInitial Deployment (Enter from any map edge)

    ×30 ×15 ×5 ×2 ×6 ×8

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

    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.×15 ×6

    (Enter on turn 5)

    ×4

    Off-Board ArtilleryStarting with turn 1Type II .....W➁,➃–60×15(2)Type III ....W➁,➃–100×10(2)

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    The six object markers of the Strahl troops (which repre-sent 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.

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

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

    1 2 3 4 5

    11 12 13 14 156 7 8 9 10

    ④ ⑥

    ⑤②

    Ma.K.

    STRAHL TROOPSInitial Deployment 16th Satellite Communication Company Defense Corps

    ×18 ×10(Ld 1 ➂)(Ld 2 ➈)

    ×8 ×6 ×2 ×10 ×6 ×10 ×4 ×6(3 are

    dummies)Except for the Oskar, all units are deployed within 8 hexes of hex 2614 of map board ➁. PFs are available.

    Reinforcements (Enter on turn 4)All PK41 and PKA are combined as Hornisse. Each PK41 carries 2 PFs.

    ×20 ×20

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

    ×6 ×6

    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.

  • Initial Deployment (1③④⑥W, ⑥N Arrival)

    ×30 ×12 ×6 ×2 ×5 ×6 ×6 ×10 ×10

    Reinforcements (4③④⑥W, ⑥N Arrival)

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

    SAFS Mk II enter as passengers of the GreenBuffalo.

    SCENARIO

    21OPERATION “FASEREI” 18 March 2886, Eastern Europe

    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.

    ENGAGING FORCES

    ×12 ×3 ×5 ×8

    See special rules for the arrival method.

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

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    ⑦③

    N

    Mercenary reinforcements: Before play begins, the Mercenary player selects which map side the turn 6 rein-forcements 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.

    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.

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

    2 3 4 5 6

    14 15 16 17 189 10 11 12 13

    STRAHL TROOPS 16th Armored Mobile Infantry DivisionInitial 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 ×20④⑥⑭(PC)

    ×9 ×8 ×12 ×8All Konrads and Gustavs start with 2 PFs each.

    Reinforcements (Enter on turn 3)All PK41 and PKA are combined as Hornisse. Each PK41 carries 2 PFs.

    ×10 ×10

    (9①⑤⑦E Arrival)

    ×6 ×3①②⑮

    ×7

    ×16

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

    Land Mines280 Points.....distributed on maps ③④⑤⑥ in any non-edge hex

    MERCENARY ARMY 2nd Temporary Breakthrough Regiment, “Nortung”

    ×6 ×2 ×4 ×4

    (6⑤N or ④S Arrival)

    1 7 8

    19 20

    26 27 28 29 3021 22 23 24 25

    ⑥ ⑤

    Ma.K.

  • SCENARIO

    22FOLLOWING “FASEREI” After the holocaust30 April 2886, Southern Ukraine

    “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.

    ENGAGING FORCESSTRAHL TROOPS 192nd Strahl Army Combat Battalion, main force

    Initial Deployment (On map ⑤, inside or within 4 hexes of any small building)

    ×8 ×3 ×3 ×1 ×3(PC)

    ×1 ×1 ×3 ×3 ×2

    All Gustavs start the game with 2 PFs each.

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    None

    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)

    1 2 3 4 5

    11 12 13 14 157 8 9 10

    ×7 ×6 ×3(PC)

    ×5 ×2

    Initial Arrival (1④W Arrival) 192nd Strahl Army Combat Battalion, remainder

    ×4

    Land Mines100 Points.....distributed on map ⑤ from 5 to 9 hexes away from any small buildings

    ③ ⑥

    MERCENARY ARMYInitial Deployment (Place anywhere on maps ③④⑥)

    ×12 ×12 ×2 ×1 ×4 ×1(Ld1)

    ×6 ×2

    Off-Board ArtilleryStarting with turn 1D.House....N–72×4 Each (2)

    ×2 ×2 ×4 ×2 ×1(Ld2)

    Land Mines280 Points.....distributed on map ⑤ from 6 to 12 hexes away from any small buildings

    6

    16

    Ma.K.


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